Even as the next wave of mental assault rolled over both of them, washing out from the tree in beats, Sylk spread her webbing and changed the ground beneath their cursed foe to something else. As they both suspected, the tree twisted and arched its trunk, responding immediately with a fresh wave of cursed roots, taking over a large amount of the freshly turned panels until they glowed again with its sickly roots. While DruidMan freed himself from its pinning hold, he was able to push back some of the corruption, though without the strength he might normally be accustomed to. It was enough to break him loose, however, and his counter-offensive caused large chunks of the tree's protective black bark to flake and fall away.
Sylk followed up her first shift with another, this time spreading unyielding metal panels under their target; again, it responded swiftly, though this time the amount of ground it covered with its darkening curse only crept out a small way from its trunk. Perhaps they had found its limit, finally?
As the pair of navis called back and forth, focused on the writhing branches before them, a wet chuckle filtered through the edges of the ruins just to one side. Without warning, two swirling vortices, like they'd seen numerous of already, appeared, spinning within two of the panels nearby; one a short way in front of DruidMan, and the other closer to the tree itself. A Void lurked behind one corner of the ruined courtyard, looking in at them, as though seeking to exploit their distracted, fraught position.
Despite this newcomer threatening to mess with their plans, DruidMan acted next, assaulting the base of the tree with his brandished and now iced-over branch; his power sunk into the ground around, freezing the base of the tree and cracking off more of its bark as frost began to creep upwards, slowly covering the black wood of its trunk. The ice remained, for now, and the tree lurched, emitting low groans and higher pitched howls that could be mistaken for the wind tearing through its spindly branches. This approach seemed to be keeping their target on the back foot, so to speak, although there was a chance that the lack of its other defences had left it acting more defensively for the time being as well; it was hard to be certain. Either way, they had to push the attack, now that they had an opening.
Sylk set up her next attack, leaving the terrain juggling to her ally; It took far more effort than the spider-lady would have liked, to hurl the boiler into place, and her ability to actualise the chip itself seemed severely hampered as she pushed through the layers of built up weakness that it had assailed her with, but it landed nestled neatly within the torn and jagged scar across the tree's trunk. The broken edges of wood make it look almost like a gruesome mouth, which it gnashed and twisted around the little boiler, but it couldn't dislodge the object. Eventually, another patch of cursed ground spread out from beneath the tree, covering the majority of its root base, without spreading much further. There had definitely been along delay that time, however, and DruidMan was already ready to set up the next blow.
This time when DruidMan spread his power to bring fresh life and growth to the decayed courtyard, it met what felt like surprisingly little resistance, rapidly converging around and beneath the tree in a sudden bloom of green grass that displaced the sickening purple glow. It probably wouldn't last to long in the frigid Sharo chill regardless, but it did a surprising amount to lift the feeling of gloomy oppression. With a wrench and a sound like tearing roots the twisted tree seemed to lurch upwards, branches whipping wildly as it flailed; it definitely didn't seem to like that, but for the time being the grass held strong. Long enough at least, for Sylk to light it up with a burning magnum round. Oh well. Her shot blasted into the tree, on round hitting high near its crown and bending the trunk backwards, while the second buried itself directly into the cursed creature's torn 'mouth', igniting the kettle within and setting it whistling. With her third round, Sylk had just enough time and wherewithal to make a shot at the sneaking Void, splattering it against its ruined wall section.
In the moment of distraction, the tree's flailing branches struck with sudden vindictive precision, swatting at the one that had struck it; she tried to duck out of the way, but a thick branch slammed into her, and threw the navi all the way across the courtyard, to the western wall, where she slammed painfully into the broken masonry, dazed and momentarily disoriented. Their main foe seemed to be trying to cover itself with its branches now, a silvery sheen forming over several of them as it crossed them over its trunk; it wasn't the same protective steely coating they'd seen before, but appeared to be something different. Neither navi had much chance to notice it, however, as Druidman sought to move back from the tree, the void appeared just to one side of him, warping in. It looked scorched badly, barely holding itself together, but a bubbling fury accompanied the vindictive sound in its throat as it extended a hand at him. The sudden pulse of force threw DruidMan back, into the nearby vortex. He felt it tugging at his essence briefly, but the navi was still far too strong for it to enact its more dangerous function on. The vortex faded, leaving him only slightly more injured on the ground.
Sylk had managed to pick herself up while her clones ran interference for her, countering back to harass the tree in a more up-front manner while Sylk herself got her bearings. Her focus was still sketchy and the creepings of disorientation and confusion were setting in, but instincts were enough to keep her safe this time; the tree lashed out wildly, the clawed, sharp ends of its branches whipping the courtyard as it fended and sought a foe, each of her clones took a hit for her, giving Sylk enough time to dodge the raking blow that came her way.
She attacked back with a violent wind storm this time, the tornado engulfing the entire trunk of the tree to the sound of shredding wood and cracking boughs. For a moment or two the ancient wood was obscured by the rushing winds, made dense with snow and earth, but amidst the storm, a sudden lance of sharply pointed wood burst out from the centre of the hurricane, aimed directly for Sylk herself. It came at an impossible speed, and heart-stopping accurate, but Sylk managed to twist away at the last second, close enough to feel the thick branch graze across her chest instead of puncturing it.
In the gaps in the stormy winds, the tree looked badly brutalised; its swaying motions were slow and weak, twitchy as its myriad of broken and shattered branches lurched and scrambled, reaching for something to devour. DruidMan had picked himself up, facing down their enemy and ignoring the badly injured Void not far from him. He continued the ground-shifting assault, this time filling the northern end of the courtyard with a broad, deep pool of clear, clean water, with a channel connecting the pool to where he stood in the courtyard's centre. His assault was still weakened, but not by as much as previous; it seemed their foe had truly run out of energy now. Within the storm of winds that Sylk was pressing on it, its bole cracked further and its crown split. Parts of the cavern around them, far away, began to rumble and crack. The tree's strength was failing, and with the amount of its roots that laced the cavern structure they had been travelling through, that might be problematic in a different way, soon.
Desperately flailing branches reached for Druidman, part of the tree had mostly fallen over but it clawed at him with the branches and roots that cold reach. Several of them raked his body and tried to cling, but he found them easy enough to shove away again; a mild drain from each swipe barely affected the druid, and couldn't have given very much back to the tree as a result.
Whatever sustenance it had manged to drain from DruidMan was for nothing in the end as Sylk had one last attack lined up for it, hammering the dark entity's shattered form with a final barrage of electrical energy, striking down from the last remnants of her storm and sundering its remains once and for all.
Just as it seemed like the fight might be over, a shrill shriek from somewhere within the broken wood gave way to ear-splitting explosion of vapour and steam. It wasn't strictly necessary, as the tree itself seemed still, but a small wet squeak told Sylk and DruidMan that it had, at the least, finished off the Void before it could escape.
When the stem cleared, the last of the storm had died away as well, leaving the ruined courtyard surprisingly clear. Where it had originally been a dark and sickly glowing centre, dominated by the black wood of Twisted-Heart, the pair of navis had now left it mostly cleared of debris and damaged ground, as much as they could, and the norther end of the courtyard now held a broad pool of clear water, bordered by a sturdy metal ring, wide enough to walk along. A channel ran to the centre of the courtyard, and though there wasn't any proper light, it certainly gave the setting a more pleasant atmosphere.
Beyond the immediate ruins, however, the sound of rocks falling cold be heard in the distant, and dull rumbles preceded the cracks of shifting stone. The pair had some time to gather their due plunder from the remains of their foe, but it sounded like the cavern probably wouldn't last for too much longer, now that the roots that had crawled theri way through it were dying.
-=Dark Tree=-
ВитаяСердце.КореньКрови (Twisted-Heart, the Blood Root): DELETED
Withered Bluegon2Bluegon2 (Bluegon)
Bluegons do not appear before Battle 6. They are extremely territorial among their own kind, so only one HoleDragon can appear per battle. Because they live among holes, they cannot appear without at least 5% Missing terrain.
Area: Sharo
HP: 290
Primary Attack Damage/Effect: 60 Aqua + Wide Attack
Primary Attack Accuracy: A
Primary Attack Description: Exhales a wide stream of ice breath.
Secondary Attack Damage/Effect: 70 Aqua + Knockback + Ground Attack
Secondary Attack Accuracy: C
Secondary Attack Description: Creates a wave of ice water that crashes into an enemy.
Element: Aqua
Possible Rewards (Per Virus): WaterStream (Rare), IceDragon2 (Rare), Zenny
Special: As this virus is always in a hole, it is immune to all Ground attacks.
Special: While this virus will never leave holes, it may still swerve to avoid attacks.
Special: This virus can use an action to duck inside its hole. This counts as a dodge. It may reemerge from that same hole, or a different hole on the battlefield, as a free action afterward.: DELETED
Withered Shrimpy2Shrimpy2 (Shrimpy)
Shrimpy viruses are able to move between attacks as a free action, however dodging still costs them an action. They must pause movement to attack. Shrimpy viruses may move over fragile panel types without damaging them, such as moving over Cracked panels without breaking them. Shrimpy viruses cannot be forcibly submerged or smashed through fragile panels, even if thrown. They can submerge of their own free will, however.
Area: Yoka, Beach, Sharo
HP: 180
Attack Damage/Effect: 45 Aqua + Spread 2
Attack Accuracy: A
Attack Description: Bub-V
Element: Aqua
Possible Rewards (Per Virus): Bubble-V, Zenny
Special: ShadowShoes: DELETED
Withered WallandWalland (Walla)
TwinFangs can actually block attacks. This is very useful to the Walla, as they do not move or dodge once battle begins.
Area: Yoka, Beach, Sharo
HP: 160
Attack Damage/Effect: 60 Null x 2 Targets
Attack Accuracy: A
Attack Description: Opens mouth to launch a pair of steel spikes at the enemy. The spikes can block or deflect incoming attacks, and they cannot strike the same target twice.
Element: None
Possible Rewards (Per Virus): TwinFang2, Zenny: DELETED
Void: DELETED
-=Determined Gardeners=-
Sylk.Exe: 435Hp [Metal][HardBody][Confusion (fading)]
DruidMan.Exe: 345Hp [Sea][HardBody]
Simurgh: EJO
-=Court of the Fountain=-
35% Metal
- Cannot be Broken or Cracked except with Geddon/PanelShot, cannot be Burrowed into.
- Elec attacks: +100% Source Damage.
- 100 Damage Aqua attacks: Change terrain hit to Cracked.
- 100 Damage Fire attacks: Change terrain hit to Furnace.
- PanelShot: Imbue Elec + Break.
35% Sea
- Fire Elementals lose 10 HP/action standing, 20 HP/action submerged. Other Non-Aqua Elementals lose 5 HP/action submerged. Nullified for Aqua Elementals.
- Ice attacks: 50% Freeze1 chance, Changes terrain hit to Ice.
- Terrain changes between Sea and Onsen do not inflict damage upon submerged entities, nor do they eject submerged entities to the surface.
- Elec attacks: +100% Source Damage.
- PanelShot: Imbue Aqua.
10% Normal
- No effects.
10% Cracked
- Changes to Broken when stepped on, chance to fall in when triggered.
- Burrow: Change terrain to Broken, Null 50 to burrower.
- Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
- PanelShot: Splash1.
10% Missing
- Permanent bottomless hole.
- Doubles dodge penalties for bad RP.
- EJO if you fall in.
-=Battle 5, Victory!=-
DruidMan: 6500
Accuracy: S
Description: Grants the user Shadow. This reduces all incoming non-Slashing attacks to 0 damage, and reduces accuracy on ranged attacks by 20%.
Duration: 2 turns
Element: Null
Trader Rank: C, 10 BugFrags, Void Bounty +1
Sylk: 6500
Accuracy: S
Description: Summons a PoisonMask which acts as a 2-Hit Shield. While equipped, the PoisonMask will generate a cloud of poisonous Miasma in a Nova2 area around the user that damages all who draw near, but it will cease producing the Miasma if dropped. Break attacks will instantly destroy the PoisonMask.
Duration: Until destroyed or overwritten.
Element: Null
Special: Poison: Damage is considered Poison, and cannot be Imbued with an Element. Poison damage is dealt on a per-turn basis, and takes effect the turn after the target is struck with it. Poison can be cured with Status Cure.
Special: Miasma(mod): A method of delivering poison damage. This effect generates a damage zone, and bypasses all known forms of defense without exception. The coverage varies, and is denoted by the modifier listed in parenthesis after this effect.
Special: Status Guard: This chip blocks debuffs.
Trader Rank: D, 10 BugFrags, Bluegon Bounty +1
Both: 18 Mutual FXP (12 Base + 6 For interactions and teamwork)