Spider & Dragon

The shapes in the shadows moved slightly as Sylk and DruidMan squared up agains the vine-entangled viruses ahead of them. An increasingly familiar suction of air sound not far from them heralded two dark whirlpools opening up nearby, courtesy of the lurking void. One, directly behind DruidMan seemed like it had been aimed to try to catch him directly, but hadn't quite hit its mark, while a second one had appeared further back, to the south, behind the duo.

This was a secondary concern as, more pressingly, the mechanical virus on the ground moved with a sudden speed; far belying its ancient and dilapidated appearance, the titan rolled forward closing the gap between its resting place and DruidMan even before the navi could finish his own hastening chant. It slammed a fist down at him with enough force to make the ground tremble and send chips of stone scattering everywhere; thankfully, it thundered into the ground just a hair's breadth beside him, rather than the spiking crush it could have been; the sheer force involved might be enough to make even DruidMan feel relieved that it hadn't connected.

No sooner had the druid backed clear of this impact, though, than he manage to look up towards where the sledge had raised its hammer high. A bolt of lighting struck the shaft from a few feet above the virus, charging the weapon up further, before it arced forward, flying out of the statue's hand and right towards him. This one struck DruidMan in the chest squarely, sending him staggering, until he felt dangerously close to the swirling vortex behind him. At that exact moment, however, a sudden blur resolved into the smaller form of a void, standing just in the space between DruidMan and his foes. Its hand came up, followed by a small chuckle, and a pulse of energy that shoved him backwards the rest of the way. Fortunately for DruidMan, the whirlpool itself wasn't strong enough to completely crush him, though the drag still hurt. A blink later, and the Void was gone, while the sledge lifted its hand up and opened its fingers; the hammer reappeared in its fist with another crack of lightning.

While DruidMan took central focus, being the sturdier of the two, and took his beatings for the effort, Sylk was playing to her own strengths, cautiously waiting as stealthily as she could. As soon as DruidMan began to move forward again, to the north to engage the heavy-hitters directly, she shifted the ground around the centre and sent her decoy out to stage a show. Just as the floor was changing, it gave her a good sight of two dark-shadowed circles on the ground flashing across the floor, one moving towards DruidMan and the other moving towards her teasing decoy. The one moving towards DruidMan stopped part way, however, and with a brief yowling sound of frustration, the circle seemed to flicker, becoming a portal of blackness from which a lithe, sleek creature seemed to be trying to claw forward from, its forelimbs struggling against the magnetic panels. The second one flashed across to her clone without stopping and Sylk was able to see it halt directly under the image of herself, before the circle became an inky black portal to somewhere and a mass of writhing, lashing tendrils burst up, encircling her decoy's limbs and binding tightly. There were a few places, she noticed, where the press was too strong, and the tendrils squeezed all the way through a limb, to coil on themselves, but overall the image held, just barely, while the tentacles frisked it in a futile effort.

DruidMan, perhaps unaware that his attack had come close to being equally awkwardly impeded, had rushed ahead, moving up to a space where he was about as near to the Sledge, ahead of him, as the Titan that he had rushed past. The titan began to turn about, but DruidMan was already beginning to burn. The blood dripping shadow warped up behind him, a grizzly expression on its face, before its entire body shifted, the shadows dropping away to reveal a long, wickedly curved dagger that continued to drip as it plunged for the navi's back. The dagger hit, burying itself deeply, but in that moment DruidMan burst forth with his fiery attack, incinerating the hostile spirit while its guard was down and badly scorching both the Titan, and the Sledge in the process as well. The entangling vines smoked and hissed, and seemed to burn away almost completely from them, but while it didn't seem to really affect either virus' hostility, DruidMan might notice that the dark, cursed ground beneath the Sledge now seemed to send dark tendrils up to begin clawing at and encircling the virus again. Small roots were peeking out of the ground, reaching for the char-cleaned viruses, and DruidMan might also notice, himself and Sylk as well.

Up above, the two shrieking bats had finally dithered enough and plunged down towards the melee, hammering out sonic pulses that rang across the tops of the ruins at a painful volume. The majority of the first pulse seemed to be directed at DruidMan himself, though the second Pulsebat swooped for Sylk's restrained clone, before pulling up and flapping for a moment, its head tilting. It repositioned and directed its shriek across the battlefield instead, towards where Sylk herself lurked, while the close proximity of the sound dispersed her decoy more completely, and left the tentacles to fall in on themselves in confusion, then begin feeling all around the edges of the portal for their supposed prey. Sylk managed to shield her senses from the sound wave that came her way, as the bat began to wheel about and climb back towards the ceiling of the cavern.

More importantly, it seemed that the bat was the only one that had really noticed her presence so far, and the spider woman used the opportunity to send her dragon to capitalise on the surprise. It emerged and immediately sent blasts of frost around the battle field, freezing up the searching mass of tendrils to the sound of a pained hiss, as well as striking the second bandit that was still trying to free itself from its magnetic prison. A third shot curled around one piece of ruined masonry to track down the hiding void and a brief viral squeak, followed by a squelch and the tinkle of ice crystals hitting the ground confirmed for Sylk that that target, at least, had been thoroughly removed.

From the centre of the field, the Bluegon turned, the sounds of another dragon enflaming its territorial nature as its white-eyes, blind gaze searched for the intruder on its territory. It unleashed a breath of frigid ice at where it thought the sound had come from; Sylk was the only on near the edge of the attack, and it was simple enough for her to dodge away from, since it had mostly missed her anyway.

Back to the north, Druidman had finished burning the vines and other assorting pieces of his enemies and shook off the remaining molten metal from his blade at whatever was nearby. The Sledge and the Titan both took the hits, though the Sledge, for its part, seemed to take more harm than expected, the dark energy of the panel beneath it affecting it in a way that it hadn't been, before, when it was bound in roots. Even so it seemed to be weathering the damage fairly well. The same attack connected against the Titan, though the hard casing on its body left it dealing substantially less harm than expected. The third glob of molten metal arced high, flying up towards where the many-armed Vishiege waited atop its tower. One of its arms whipped around and batted the attack away, however, while the other two on that side shot out from its body suddenly, diving down at DruidMan in retaliation. One missed, and one hit him, though as the heavy metal limb crunched into his shoulder, he could feel the natural resistance of his body rigidly working against him under the sundering force of the blow. He had barely managed to steady himself, seeing the two launched fists flying back to the virus, as the other three shot out in turn, all hammering at him one after another. Two more connected under the volley of blows, and DruidMan could feel the injuries beginning to pile up.

The Sledge now moved forward, the whole statue lifting up and hovering forward to impose itself directly in front of DruidMan this time. Already weak from heavy blows, DruidMan barely had time to brace himself before the hammer fell, wielded in both hands by the statue to crushing effect. The cracked ground beneath him gave way and as he felt himself suddenly tumbling down, dazed, the ominous tone of his undershirt kicking in resounded through his senses. He hit the bottom of the broken pit roughly, with enough time to see a secondary shock-wave of electricity flood across the top of the hole, missing him where he lay on his back. That was lucky.

Seeing DruidMan drop out o sight from the devastating blow, Sylk did what all wise spiders do in such a situation, and put up an extra layer of defence on herself. DruidMan, meanwhile, wasn't about to take this lying down, even if he was, currently, lying down. He retaliated by drawing in whatever powers he could from the ground around him — though again, there was a sickly dark film to the energy he was drawing here, almost like reaching through an oil slick to get to water. Even so, it came to him, and his fist launched up carrying the druid to his feet before crunching past the sledge above and rising further to fall with force onto the many-armed virus in its tower. DruidMan himself didn't see it, but everyone heard the way that the fist crashed down, obliterating not only the ranged virus but destroying the entire entangled tower and some of the other ancient structures in the process. DruidMan was quite at his limit, but he still packed a punch, it would seem.

Elsewhere, the two bats regained some height over the battlefield while the two dark tendril creatures both pulled back into their respective portals, but the Bluegon had nowhere to go as Sylk locked sights on it next. The dragon was still casting around for the perceived other dragon that was somewhere on its turf, and Sylk blind-sided it with a barrage of electrical shorts that pin-cushioned the virus and tore it apart in moments.

DruidMan sought to spread some fresh growth to the land around them, needing its strength to support his own; the grass that grew was grass, mostly, but it was gnarled and spiky, twisted and stiff, and all around, the unhealthy-looking roots broke the surface and curled back under, like an infestation. The sudden growth lifted Druidman up out of the hole he was in, the gap filling in with fresh soil behind him and attempting to grow over as best it could, but even as he emerged, the Titan, badly damaged but still mobile, rolled across tom him and raised its massive gauntlet arms up to bring a somewhat-overkill double-fisted helm-breaking strike down on him. DruidMan's energy had only just barely started to return to him from the grass around, as the blow made his undershirt tone again and he found himself planted face down in the still soft earth that he had just formed; the amount of damage it must have absorbed for him that time would have been staggering, if he wasn't already severely beaten into the ground.

If this wasn't enough to worry about, the two shadows moved again, with that same sudden sliding. One positioned itself under Sylk, but the spider was ready for it; the tendrils burst up all around her, reaching and grabbing and pressing themselves against her barrier, but before they could take any further hold, she lashed out, cutting the tentacles away from her, to be rewarded with a howl of pain from whatever creature was within the portal; she caught a glimpse of brilliant blue eyes, briefly, before the portal snapped shut, once more seeming to be just a shadow on the ground. The severed tentacles quickly degraded and faded away. The other shadow flashed across the ground to DruidMan as he prepared his last chip for now. The first sweep of his gauntlet obliterated the Titan, the managed to destroy the Sledge at last. As he turned for a third target, though, the mass of tendrils exploded from the ground around him and immediately latched on, snaking about his arms an legs, gripping and squeezing tightly as they began to search him. For the third time in a short space of seconds, the pressure of the tendrils sent him a warning from his undershirt, and with no time to lose, DruidMan directed his third shot down into the portal below him in a sudden conflagration of burning shadows and smouldering grass. When the fire cleared, he was standing on fresh, slightly toasted soil, and the searching tentacles, as well as their shadowy owner, were nowhere to be seen.

Sylk still had her blade ready, and the shadow containing the remaining bandit was easy enough for her to see and watch; aside from that, all that remained here were the pair of bats, though with the condition DruidMan was in right now, even they might pose a threat, if he didn't get himself taken care of quickly.

-=Corrupted Remnants=-
Entangled Sledge V3Sledge V3 (Sledge)

Sledge are a combination of the ElecOgre, Gaia, and Megalian-E viruses. A Sledge looks like a floating Gaia statue carved to look like the chip image of Zeus that holds a Zeus Hammer slung over one shoulder. The viruses use the Zeus Hammer in all of their attacks, and should they throw or lose theirs, they will generate a new one as a free action.

Area: All

HP: 600
Element: Elec

Primary Attack Damage/Effect: (90 Elec + Impact + Break + Panel Break) + (30 Elec + Nova2)
Primary Attack Accuracy: B
Primary Attack Description: Slams enemy with ZeusHammer for extreme damage. Calls down lightning upon nearby foes.

Secondary Attack Damage/Effect: (60 Elec + Impact + Break + Panel Break) + (30 Elec + Blast2)
Secondary Attack Accuracy: C
Secondary Attack Description: Hurls ZeusHammer at enemy. Calls down thunder upon nearby foes when it lands.

Tertiary Attack Damage/Effect: (30 Elec + To-All-Ground) + (30 Elec + To-All-Clause)
Tertiary Attack Accuracy: C
Tertiary Attack Description: ZeusHammer sends thunder wave rolling across the ground and strikes enemies with lightning.

Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: This virus has a 80 HP ElecAura that regenerates at the end of every turn.
Special: Floatshoes.

Possible Rewards (Per Virus): ElecReel2, Gaia2, BigHammer2, HammerToss2, ElecAura2, Hammer, Zenny
: DELETED
Entangled VishiegeVishiege (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 180
Primary Attack Damage/Effect: 15 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 15 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 15 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle2, Counter2, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
: DELETED
Entangled TitanTitan (Gigas)

The Gigas are a clan of 8 foot tall viruses whose semi-humanoid bodies are made of a durable metal alloy. Gigas lack legs, and instead roll around on a 3 ton solid steel ball 2-feet in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their metal bodies. The Gigas fight with their huge iron fists, which are provided their immese striking power by large barrel-like forearms. Their great-helm-like heads sit directly atop their shoulders with their blocky hinged jaw slanted in a sneer while their neon-red eyes radiate their hatred of all things Navigator. It is speculated that Gigas are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Gigas move at increased speed, but dodge at a slower than average rate. Gigas viruses prefer to pummel the life out of their foes with their bare hands (even though using the ball-and-chain in melee range would be more devastating), but if they find themselves surrounded or at a great distance to their target, they will use the ball-and-chain to perform a HammerToss. If an object blocks their path, they will either send it flying with a GigasArm attack, or smash it to dust before continuing on. Gigas will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occuring terrain for this reason. Only a Gigas' body is damageable. Striking a Gigas' cast iron arms will not damage the virus or the arms themselves, no matter what you hit them with. The Gigas' will not intentionally defend themselves with their arms, as they should be too busy pummeling or hurling something to bother. Do not abuse this.

Area: Sharo, NAXA

HP: 180
Primary Attack Damage/Effect: 60 Null + Break + Impact + Microburst
Primary Attack Accuracy: C
Primary Attack Description: Winds up and smashes the target with a giant iron fist that shatters defenses and sends the victim flying.
Secondary Attack Damage/Effect: 20 Null + Break + Spin Attack / 40 Null + Break
Secondary Attack Accuracy: D / C
Secondary Attack Description: Summons a ball-and-chain, swings it around to build up momentum, and lets fly at the chosen target.
Tertiary Attack Damage/Effect: 60 Null + Break+ Impact + Burial
Tertiary Attack Accuracy: B
Tertiary Attack Description: Smashes the target over the head with an iron hammer-hand strike with enough force to plant them in the ground.
Element: Null
Possible Rewards (Per Virus): GigasArm2 (Rare), HammerToss2, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
Special: Burial: Opponents struck by this effect are forcibly buried in soft terrain types (Mud, Sand, Snow) or submerged in liquid terrain types. Otherwise, the panel is cracked. If the panel is fragile, it becomes broken, and the target falls into the hole. This effect doesn't work if the target is standing on Metal Terrain.
: DELETED
PulseBat2PulseBat2 (PulseBat)

Area: ACDC, Okuden Valley, Kotobuki Town, Sharo, NetVegas

HP: 160
Attack Damage/Effect: 70 + Seeking
Attack Accuracy: A
Attack Description: Uses a sonic screech to damage its opponents.
Secondary Attack Effect: EchoLocation
Secondary Attack Description: Launches a sonic pulse to reveal hidden or illusory targets.
Element: None
Possible Rewards (Per Virus): Pulsar2, EchoLocation, Zenny.
Special: Airshoes. If PulseBat hits an object, its attack spreads to up to 8 other targets at half damage while dealing full damage to that object. Every other turn, this virus enters High Altitude (dropdown) status and does not attack.
A: 160Hp [Central Area][High Altitude]
PulseBat2PulseBat2 (PulseBat)

Area: ACDC, Okuden Valley, Kotobuki Town, Sharo, NetVegas

HP: 160
Attack Damage/Effect: 70 + Seeking
Attack Accuracy: A
Attack Description: Uses a sonic screech to damage its opponents.
Secondary Attack Effect: EchoLocation
Secondary Attack Description: Launches a sonic pulse to reveal hidden or illusory targets.
Element: None
Possible Rewards (Per Virus): Pulsar2, EchoLocation, Zenny.
Special: Airshoes. If PulseBat hits an object, its attack spreads to up to 8 other targets at half damage while dealing full damage to that object. Every other turn, this virus enters High Altitude (dropdown) status and does not attack.
B: 160Hp [Central Area][High Altitude]
RedDevilRedDevil (Shadow)

Shadows do not dodge, and they only move by teleporting before and after attacking an enemy. Shadows have permanent Shadow, except in their bladed weapon forms. Teleporting before and after their attacks does not require an action. Shadow viruses assume the form of bladed weapons when they attack. Shadows attack a single target only each turn, and will attack that target as many times as they have actions. They will only abort their attack if the target is defeated before the turn ends, at which time they will teleport back to their staring position and float there passively until the next turn. The range and reach of their attacks depends upon the type of weapon they become when attacking, and the accuracy of their attack depends on where they attack from. Attacks from in front of the target are C-Rank, sides are B-Rank, and back-attacks are A-Rank.

Area: Sharo, Hades Isle, NetVegas

HP: 160
Primary Attack Damage/Effect: 45 Null + Variable Range Attack + Slashing
Primary Attack Accuracy: A (Back), B (Sides), or C (Front)
Primary Attack Description: Attacks enemy in the form of various weapons. Daggers have 1 panel reach. Axes swing in an arc through a vertical space before attacking the target. Lances have Long Attack. Swords have Wide Attack.
Secondary Attack Damage/Effect: 45 Null + Slashing + Piercing + Line Attack
Secondary Attack Accuracy: B
Secondary Attack Description: Powerfully slashes the air in front of it to create a penetrating energy shock wave.
Element: None.
Possible Rewards (Per Virus): Shadow2, SonicBlade2, Zenny
Special: Permanent Shadow status, except when attacking. Not even being hit by Slashing or Beam attacks causes this virus to lose this effect.
Special: Moves by Teleporting. This is not treated as a formal Teleport, and does not confer any bonuses.
: DELETED
GrabBandit V3GrabBandit V3 (GrabBandit)

Navis without access to a useful amount of Slashing damage may struggle with the higher tier versions of this virus. Good RP is a perfectly good substitute in most cases, however the increasing shadow capabilities of the virus can prove problematic without. Check your target's arsenal before deploying this virus and consider carefully about doing so if their access to slashing is limited. Despite this, it should also be noted that this is not a particularly strong virus on its own, either in relative HP, or in offensive capabilities; it doesn't like the spotlight and will not fare well if deployed as the 'centre stage' focus of a battle.

For the most part, GrabBandit's prefer to remain hidden and the full extent of their actual form is hard to tell. Scattered reports have claimed that, when completely out of their shadow portals, the GrabBandit actually resembles a bandcoon, only larger, longer of body, sleek and lither, and seemingly made of solid shadow, with dazzling blue glows where its eyes should be. These stories also report that it sports a writhing forest of very long black tendrils that sprout from its back and wave about with a sentience of their own.

It appears quite nimble when on land, however the virus often moves within a ground-based portal, hidden from sight. When the portal is closed, with the GrabBandit inside, a shadow remains visible on the ground, a circle of roughly one panel, that heralds where the virus is. The portal shadow appears to move with great speed and precision, but only when it is not directly beneath a target. It flashes across the ground to rest directly under a new target, and the GrabBandit will generally attempt to attack that target right away, if it can. When fully out of the portal it is revealed to be, or at least to act as, the virus' own shadow.

In combat, they attempt to ensnare victims by means of opening the portal beneath their target and binding them quickly with a mass of black, shadowy vines. The portals can open to quite a wide size, depending on their target. Nothing but the GrabBandit can pass into or out of the portals, even while they are 'open'; even if one should be opened wide enough to leave a victim standing effectively on black empty space, it will seem like perfectly solid ground underfoot. Seeking attacks seem to disrupt the portal space, and eject the meta-virus back to normal netspace. Looking into a portal reveals only inky blackness, though very occasionally a flash of blue eye-glows might be glimpsed... Looking directly into an open portal is probably a bad idea anyway.

If the virus manages to bind a victim, a large pair Bandcoon paws, seemingly unattached to anything, rise out of the portal as well, and, accompanied by any spare tendrils or vines, perform a pat-down and search of its immobilised target, seeking recent chip data to steal and use. If, however, the GrabBandit is unable to use its vines, it will instead emerge from its portal in an effort to fully scope out the battlefield, moving defensively and attempting to ensure all targets are in its field of vision at once. As a defence mechanism, the GrabBandit appears to be able to flare the glows of its eyes brightly enough to bath the surrounding area in an over-powering blue light. It does this in a brief flash, fierce enough to leave victims dazzled and blinded, and even causing physical pain to those close by, before retreating into its portal again.

Between its defensive nature, and the efficiency of its movements while hidden, this virus has never been known to dodge or evade attackers, except by coincidence. Even when fully exposed it is usually far more interested in getting out of the spotlight quickly, or retreating into its portal again. Despite its shadowy appearance, the virus itself is solid enough that it does not count as being actually shadowed, though stronger variants of the virus have thrown this into question.

Area: All

HP: 410
Element: Null

Primary Attack Damage: 30 Null + Bind
Primary Attack Accuracy: A
Primary Attack Description: Opens a portal beneath a target, attempting to bind it with a sudden explosion of alarmingly sentient shadowy vines. If it fails to bind its target, or if its target escapes without severing the vines, the tendrils continue to reach all around for a victim, remaining vulnerable. Bursting up and Binding is one action, withdrawing requires another. If successful, the virus does not need to expend additional actions to maintain the bind, however it cannot move to another location as long as it is holding a bind. The virus may choose to disengage the bind at any point, and withdraw.

Secondary Attack Effect: Chip Steal + 1/2 Chip Use
Secondary Attack Accuracy: B (A if against a target afflicted with Bind)
Secondary Attack Description: GrabBandits will generally attempt to use this on foes that they have successfully bound, however they are capable of attempting to steal the chips of unrestrained targets at reduced accuracy as well. They prefer to bind before searching. Against a bound target, two large, disembodied Bandcoon paws, along with sundry spare vines, rise from the portal and begin to pat down and otherwise search a bound victim, trying to steal the chip data of a chip that its victim had selected to use that turn. If attempting to steal from an unbound target, the virus will pounce bodily out of its portal in an effort to pin and then frisk its target with unnervingly nimble and dexterous fore-paws. If its tentacles are intact, they will assist the search. If it successfully steals chip data, it may then use it as a free action. Recovery chips are used at full power, while all other types are used only at 1/2 of normal, rounding down to the nearest 5.

Tertiary Attack Damage: 25 + Nova2, Blind1 + To-All (Absolute, Excluding Self),
Tertiary Attack Accuracy: B Damage/S Blind
Tertiary Attack Description: The GrabBandit will only use this attack if it cannot use its vines at the beginning of its turn. The portal will reposition away from any specific target, and the GrabBandit will emerge fully. After scouting the field for a moment, it will show some sign of aggression, usually a snarl or a hiss, towards its foes and then the two bright blue glows that serve as its eyes will flare up into a brilliant flash of blue light, covering the field for a moment and dazzling the vision of everything around it, regardless of friend or foe. Those closest to the flare may feel it as physically painful.

Special: Bind: This is a virus-only form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. Bind is cancelled by attacking the source with Slashing damage, or spending one or more actions to escape with good RP quality. Bound players may attack the vines with non-slashing attacks for normal damage, but this will not free them unless they destroy the virus. Unlike a regular withdrawal, which requires an action from the virus, if the vines are severed, the virus withdraws immediately.
Special: Slashing damage against the vines at any point will sever them from the portal temporarily, and prevent the GrabBandit (if it survives) from using them at all until the next turn, while they regenerate. Severed vines immediately disintegrate, and do not count as an attackable target after they have been cut.
Special: Spends much time hidden in its portal, although there is almost always an attackable portion outside. Exceptional or clever RP may find ways to draw a GrabBandit completely from its portal against its will, leaving it exposed. Any visible part of the virus may be attacked for damage at any time, but attacks may not pass into the portal. Seeking attacks directed against the portal surface will disrupt the portal and cause the virus to displace back to the normal netspace, taking 50 Null damage.
Special: One Time Only, GrabBandit may use Shadow2 as a Free Action. If at any point it emerges fully from its portal and has not yet used this, it will do so then.

Possible Rewards (Per Virus): Rope2, Blinder, PickPocket (Rare), AreaGrab, Shadow2
A: 66Hp [Portal shadow is visible next to Sylk][Grass]
GrabBandit V3GrabBandit V3 (GrabBandit)

Navis without access to a useful amount of Slashing damage may struggle with the higher tier versions of this virus. Good RP is a perfectly good substitute in most cases, however the increasing shadow capabilities of the virus can prove problematic without. Check your target's arsenal before deploying this virus and consider carefully about doing so if their access to slashing is limited. Despite this, it should also be noted that this is not a particularly strong virus on its own, either in relative HP, or in offensive capabilities; it doesn't like the spotlight and will not fare well if deployed as the 'centre stage' focus of a battle.

For the most part, GrabBandit's prefer to remain hidden and the full extent of their actual form is hard to tell. Scattered reports have claimed that, when completely out of their shadow portals, the GrabBandit actually resembles a bandcoon, only larger, longer of body, sleek and lither, and seemingly made of solid shadow, with dazzling blue glows where its eyes should be. These stories also report that it sports a writhing forest of very long black tendrils that sprout from its back and wave about with a sentience of their own.

It appears quite nimble when on land, however the virus often moves within a ground-based portal, hidden from sight. When the portal is closed, with the GrabBandit inside, a shadow remains visible on the ground, a circle of roughly one panel, that heralds where the virus is. The portal shadow appears to move with great speed and precision, but only when it is not directly beneath a target. It flashes across the ground to rest directly under a new target, and the GrabBandit will generally attempt to attack that target right away, if it can. When fully out of the portal it is revealed to be, or at least to act as, the virus' own shadow.

In combat, they attempt to ensnare victims by means of opening the portal beneath their target and binding them quickly with a mass of black, shadowy vines. The portals can open to quite a wide size, depending on their target. Nothing but the GrabBandit can pass into or out of the portals, even while they are 'open'; even if one should be opened wide enough to leave a victim standing effectively on black empty space, it will seem like perfectly solid ground underfoot. Seeking attacks seem to disrupt the portal space, and eject the meta-virus back to normal netspace. Looking into a portal reveals only inky blackness, though very occasionally a flash of blue eye-glows might be glimpsed... Looking directly into an open portal is probably a bad idea anyway.

If the virus manages to bind a victim, a large pair Bandcoon paws, seemingly unattached to anything, rise out of the portal as well, and, accompanied by any spare tendrils or vines, perform a pat-down and search of its immobilised target, seeking recent chip data to steal and use. If, however, the GrabBandit is unable to use its vines, it will instead emerge from its portal in an effort to fully scope out the battlefield, moving defensively and attempting to ensure all targets are in its field of vision at once. As a defence mechanism, the GrabBandit appears to be able to flare the glows of its eyes brightly enough to bath the surrounding area in an over-powering blue light. It does this in a brief flash, fierce enough to leave victims dazzled and blinded, and even causing physical pain to those close by, before retreating into its portal again.

Between its defensive nature, and the efficiency of its movements while hidden, this virus has never been known to dodge or evade attackers, except by coincidence. Even when fully exposed it is usually far more interested in getting out of the spotlight quickly, or retreating into its portal again. Despite its shadowy appearance, the virus itself is solid enough that it does not count as being actually shadowed, though stronger variants of the virus have thrown this into question.

Area: All

HP: 410
Element: Null

Primary Attack Damage: 30 Null + Bind
Primary Attack Accuracy: A
Primary Attack Description: Opens a portal beneath a target, attempting to bind it with a sudden explosion of alarmingly sentient shadowy vines. If it fails to bind its target, or if its target escapes without severing the vines, the tendrils continue to reach all around for a victim, remaining vulnerable. Bursting up and Binding is one action, withdrawing requires another. If successful, the virus does not need to expend additional actions to maintain the bind, however it cannot move to another location as long as it is holding a bind. The virus may choose to disengage the bind at any point, and withdraw.

Secondary Attack Effect: Chip Steal + 1/2 Chip Use
Secondary Attack Accuracy: B (A if against a target afflicted with Bind)
Secondary Attack Description: GrabBandits will generally attempt to use this on foes that they have successfully bound, however they are capable of attempting to steal the chips of unrestrained targets at reduced accuracy as well. They prefer to bind before searching. Against a bound target, two large, disembodied Bandcoon paws, along with sundry spare vines, rise from the portal and begin to pat down and otherwise search a bound victim, trying to steal the chip data of a chip that its victim had selected to use that turn. If attempting to steal from an unbound target, the virus will pounce bodily out of its portal in an effort to pin and then frisk its target with unnervingly nimble and dexterous fore-paws. If its tentacles are intact, they will assist the search. If it successfully steals chip data, it may then use it as a free action. Recovery chips are used at full power, while all other types are used only at 1/2 of normal, rounding down to the nearest 5.

Tertiary Attack Damage: 25 + Nova2, Blind1 + To-All (Absolute, Excluding Self),
Tertiary Attack Accuracy: B Damage/S Blind
Tertiary Attack Description: The GrabBandit will only use this attack if it cannot use its vines at the beginning of its turn. The portal will reposition away from any specific target, and the GrabBandit will emerge fully. After scouting the field for a moment, it will show some sign of aggression, usually a snarl or a hiss, towards its foes and then the two bright blue glows that serve as its eyes will flare up into a brilliant flash of blue light, covering the field for a moment and dazzling the vision of everything around it, regardless of friend or foe. Those closest to the flare may feel it as physically painful.

Special: Bind: This is a virus-only form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. Bind is cancelled by attacking the source with Slashing damage, or spending one or more actions to escape with good RP quality. Bound players may attack the vines with non-slashing attacks for normal damage, but this will not free them unless they destroy the virus. Unlike a regular withdrawal, which requires an action from the virus, if the vines are severed, the virus withdraws immediately.
Special: Slashing damage against the vines at any point will sever them from the portal temporarily, and prevent the GrabBandit (if it survives) from using them at all until the next turn, while they regenerate. Severed vines immediately disintegrate, and do not count as an attackable target after they have been cut.
Special: Spends much time hidden in its portal, although there is almost always an attackable portion outside. Exceptional or clever RP may find ways to draw a GrabBandit completely from its portal against its will, leaving it exposed. Any visible part of the virus may be attacked for damage at any time, but attacks may not pass into the portal. Seeking attacks directed against the portal surface will disrupt the portal and cause the virus to displace back to the normal netspace, taking 50 Null damage.
Special: One Time Only, GrabBandit may use Shadow2 as a Free Action. If at any point it emerges fully from its portal and has not yet used this, it will do so then.

Possible Rewards (Per Virus): Rope2, Blinder, PickPocket (Rare), AreaGrab, Shadow2
B: DELETED
VoidVoid (Null&Void)

Null&Void viruses are extremely dangerous top tier viruses. No player should encounter one until at least battle 6. Null&Void viruses move and dodge at an average rate by walking normally, but they also teleport before and after executing their melee attack. They regenerate half of their HP every action and their vortexes have the ability to instantly destroy objects and EJO or delete victims instantly with Gravity Crush. Their strategy revolves entirely around forcing an enemy into a vortex, and their attack choices will always be something that furthers that goal if possible. If not, they will settle for using objects and the terrain to damage or hinder the enemy. They are intelligent enough to use their abilities to cause a great deal more havoc than the average virus.

Area: Sharo, NAXA

HP: 160
Primary Attack Damage/Effect: Set 2x Panel Trap: (30 Aqua + Gravity Crush 100 + Object Erasure)
Primary Attack Accuracy: E
Primary Attack Description: Automatically creates two whirlpools on the field. Each whirlpool takes up one panel, and remains there until either something moves into it or until the end of the turn, whichever comes first. This attack may only be executed once per turn at the beginning of every turn, and does not require an action on the part of the virus. Whirlpools never appear over Missing Terrain and cannot be summoned on Broken Terrain. Terrain changes have no effect on whirlpools, at all, as they have been known to float in mid air over even Broken Panels once they have been summoned.
Secondary Attack Damage/Effect: (Teleport) then (30 Aqua + Impact + Knockback)
Secondary Attack Accuracy: B
Secondary Attack Description: Teleports next to an enemy or object, and pushes them suddenly. If it is an enemy, they will try to push them into the nearest Whirlpool, or at least towards it. If it is an Object, the virus will push it at the nearest enemy. They teleport back to their starting position after the attack ends.
Tertiary Attack Damage/Effect: 30 Aqua + Piercing + Altitude Change
Tertiary Attack Accuracy: D
Tertiary Attack Description: Generates a gravity ball and throws it in a straight line. The gravity ball travels slowly, but will pass through anything that stands in its path. It also forces enemies in High Altitude and Burrowed/Submerged enemies to ground level, regardless of their position on the field.
Element: Aqua
Possible Rewards (Per Virus): GravityHold2, Vortex (Rare), Zenny
Special: Gravity Crush: Instantly defeats any target with HP at or below the numeric value. Undershirt will not prevent this effect from working. If the target would survive Gravity Crush damage, they instead only take the base Aqua damage.
Special: Object Erasure: Instantly destroys Objects on contact.
Special: Altitude Change: Forces all battle participants out of High Altitude or Submerged status, regardless of whether or not it hits them. This effect cannot be avoided.
Special: Regen(80): This virus regenerates 80 HP per action.
: DELETED
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

-=Navis=-
Sylk.Exe: 200Hp [Grass][170Hp Planar Barrier (Wood)]
DruidMan.Exe: 1Hp [Soil]

-=Terrain=-
30% Magnet
  • Non-Elec Elementals get -30% Evasion, and 50% (+/- 25% RP) chance to fail movement off the panel.
  • Only Elec Elementals can burrow.
  • Wood attacks: Change terrain hit to Normal.
  • PanelShot: Imbue Elec + Seeking.
[Most of the southern area]
20% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Circular patch in the northern central area]
10% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
[Scattered patches at the north end]
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.
[Scattered patches in the middle and eastern sides]
10% Cursed
  • Doubles Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Self-Damage.
[Sections of the northern area]
5% Soil
  • Wood Elementals get +10% Evasion.
  • Wood attacks: +100% Source Damage, change terrain hit to Grass.
  • 100 Damage Aqua attacks: Change terrain hit to Mud.
  • 100 Damage Fire attacks: change terrain hit to Coal.
  • PanelShot: Imbue Wood.
[Directly under DruidMan, in the centre of the grass]
15% Missing
  • Permanent bottomless hole.
  • Doubles dodge penalties for bad RP.
  • EJO if you fall in.
[Gap directly in the centre of the field]

-=Objects=-
Ruined Fortification A: 80Hp [Anchored][HardBody][L-shaped section, south-east]
Ruined Fortification B: 80Hp [Anchored][HardBody][Long buckled segment, south-west]
Ruined Tower: 60Hp [Anchored][HardBody][Tall tower shard, has a stable-looking upper floor, south-east alongside Ruined Fortification A]
Entangled Fortification A: 120Hp [Anchored][HardBody][DR: 10][Curved bulwark, north central, east side of the path]
Entangled Fortification B: DESTROYED
Entangled Tower: DESTROYED

Climbing on Ruined structures counts as Normal terrain, for calculation purposes.
Climbing on Entangled structures counts as Cursed terrain, for calculation purposes
NOTE: Cursed terrain does not appear to be negatively affecting Entangled Viruses!

"Uuuugggggggg......" DruidMan moaned as he lay prone in the dirt. "Bo.. bogus." he choked out.

"DruidMan, I..." Steve began, but he was suddenly cut off. His PET began to flash rapidly.

WARNING. WARNING. WARNING. FOREIGN SIGNATURE DETECTED.

DruidMan started to rapidly convulse and he rolled wildly to the side, "nnnnnnnngggggggHHHHHHHHHRERRRRRRRRRAAAAAAAAWWWWWWGRRRGGRRGGRG" his scream gradually echoing something much deeper within, something... primal.

"DruidMan, STOP!!!" Steve yelled into his PET. "FOCUS. I'm going to try to restore you!" he scrambled through his folder, spilling half of the chips on the floor, scattering them everywhere. He didn't care.

DruidMan rose to his feet, but when he opened his eyes, they were glowing a deadly shade of red. Faint wisps of smoke began to rise from his body. "DUUUUUUUUUUUUUUUUUUUUUUUUUUUDEEEEEEEEEEE." he bellowed. The smoke began to increase in volume, and he pulled his hand to his face, under the leather glove, the scale embedded in his palm was glowing white hot.

And then the chip data hit him.

It wasn't much, but it caused DruidMan to shift, regain something of himself. He clenched his fist shut, his whole forearm trembling, but the smoke began to dissipate, with an almost unnatural twist of his neck, the red in his eyes faded away, back to their normal vibrant green shade. With one final deep breath, he was able to compose himself. "Whoa, man, that was uncool." he said with a shake.

Steve's PET now read "Systems Normal". He began to gather the battlechips that had been scattered around his desk and floor. "DruidMan, you'll have to take care of yourself for a minute. Try to find cover or something. Stick to the grass at least. Sylk will have to finish this battle."

"Uh, yeah. Got it, Steve." Druidman said dazedly. He was out of sorts, but he was still able to get away from the action, carefully staying on the meadow he had earlier grown. It may be somewhat corrupted, but it still filled him comfort. "Now it's my turn to grab you!" He said, but the feeble sound in his voice undercut the message somewhat. Pushing forward, he began to chant, so softly the words barely escaped his lips.

"SANCTIFIED RECOVERY FORCE!!!" He yelled, as vines of his own began to burst around the shadow of the portal by Sylk. He had to at least TRY to help her out on this. The roots of the vine formed a connection back to their summoner, ready to siphon off what they could to help.

Battered, bruised, and slightly embarrassed that he couldn't maintain himself in front of someone he just barely met, DruidMan merely readied his stance to avoid any further trouble.



*.)Resolute Steel Force: Passive Hardbody.
1.)Dodge/move to Grass Terrain.
2.) Recover30Recovery: 30 HP
Accuracy: S
Description: Heals 30 HP.
Duration: Once
Element: Null
: Recover 30 HP (Acc: S) to self.
3.)Dodge.
4.)Sanctified Recovery Force to GrabBanditA. (60Wood+Drain)
5.)PrepDodge.
6.)PrepDodge.
The cry of pains could be heard behind her, but still technically surrounded by three viruses she could afford to look away just yet. Her threads had told her these were the only ones which still moved, she prayed there wasn't something further lurking beyond her detection. "Druid! I'll end this fight fast, just stay alive!" the spider called, unsure just how bad his condition was.

"Adrian, gimme some fire power quick!"

"Oh. uh... Oops."

"... Oops? what did you-" She didn't have to finish her question as her lovely pet bandcoons popped up right next to her, ready to work. " Seriously?" She rolled her eyes, two of her free arms scratching the heads of her pets.

"I thought the battle was almost over, Sorry. I'll grab some strong one,s hang on." Admittedly Adrian had been distracted by work, but she wasn't about to admit that she hadn't been paying attention at all. After all Sylk would probably give her an earful for not giving her attention. Sylk just grumbled.

Sylk's hands began to work her webs as they began to bend and move to her will in motion with her fingers. She looked to one of her Bandcoons, before quickly shifting her eyes to the portal as if gesturing to go after it. Her threads worked their way into the portal before trying to tear it open as the bandcoon leapt at the chance provided. As the coon worked it's way into stealing data from the mysterious portal, Sylks threads worked it's way further into the portal further seeking out the enemy in an attempt to bind and crush the enemy.

Sylk's second fluffy pet waited eagerly for a command, and an eager squeek caught her attention. The only other enemies around were the pulsebats, but getting to them could be problematic had it just tried to run around and hoping they'd enter into it's range. Her eye's lit up briefly as an idea popped into her hand, and one of her fingers drew a circle in the air, then pointed to the coon. It took a moment for it to understand but with a happy squeek it curled itself into a ball and awaited further action. The spider lifted her pet up, and drawing her arm back she took aim at one of the viruses. Her other arm Loaded up a magnum2, and prepared to over some cover fire before launching the bandcoon into the fray. A quick shot fired at the GrabBandit to make sure it was dead, before she turned her complete attention towards the pulsebats. Two more volleys were shot, aiming to both strike them and distract them from what was too come.

" Fly!" She said, grinning, as she launched the bandcoon directly at the bats.

Following up with another strike, sylk took the next chip downloaded and fired the data up into the air. As the data took form, three metagels reported for action. Slowly they came to the peak of their assent, and in the brief moment as they came to a halt they locked onto the pulsebats. Slowly at first they began the decent, picking up speed exponentially as they crashed back down to the net and aiming to smash the pulsebats along the way.

Back on the ground sylk was following up with one final blast to take care of anything that had survived. Her body crackled with electrical energy as her threads weaved a path for the current to follow. The webs mapped out the best path the the targets, as Sylk raised up a hand towards the bats. With a toothy smile she let loose all the charged up energy and the electrical blast streaked across the sky in an attempt to pierce through the viruses and burn them to a crisp.

Summary:


Passive: Assassin: The first attack against an enemy whose last attack wasn't against you deals 20% bonus damage. This ability can trigger again if the enemy performs another attack that does not target you.
Ability: Clone Technique: As a free action, create a Decoy of yourself. (Once Per Turn)

Spider Reflexes 1(dodge passive)
Spider Reflexes 2(dodge passive)
Web Domain (Accuracy Enhancement)
Exoskeleton - (Passive hard body)

1) PickpocketDamage: 0
Accuracy: B
Description: Summons a Bandcoon to steal from opponents before vanishing.
Duration: Once
Element: Null
Special: Success and quality of theft affected by RP quality and luck.
Trader Rank: C
@ GrabBanditA
2) Buster shot (25 elec + seeking) @ GrabBanditA
3) Magnum2Damage: 150 + Break + Panel Break x 3 Targets
Accuracy: A
Description: A triple barreled gun that blasts through defenses and terrain alike. Rare
Duration: Once
Element: Fire
Trader Rank: B
@ Pulsebat2 A+B, GranBanditA
4) PickpocketDamage: 0
Accuracy: B
Description: Summons a Bandcoon to steal from opponents before vanishing.
Duration: Once
Element: Null
Special: Success and quality of theft affected by RP quality and luck.
Trader Rank: C
@ Pulsebat2 A
5) MetaGel2Damage: 130 + Slow + Drop Attack x 3 Targets
Accuracy: B
Description: Summons three Metagels to drop down on three different opponents. Causes Slow on contact.
Duration: Once
Element: Aqua
Special: Drop Attack: This attack originates above the battlefield, and falls to the ground. It gains one rank of accuracy against High Altitude targets.
Trader Rank: C
@ Pulsebat2 A+B, GranBanditA
6) DollThunder2Damage: 100 + Line-Attack5
Accuracy: B
Description: Fires a powerful bolt of lightning that pierces through objects and enemies alike.
Duration: Once
Element: Elec
Trader Rank: C
@ Pulsebat2 A+B
After being critically injured from the unrelenting assault, it was all DruidMan could muster up to keep himself alive, let alone sane. His wild rolling allowed him to recover himself somewhat on the grass (+5), while Sylk engaged the remaining GrabBandit. Its tendrils began to rise up out of the ground beneath her, but her movements were quick enough to avoid them, while sending out a Bandcoon that her operator had distractedly sent her. The little one went out to chase after its much more advanced brethren, while Sylk herself manipulated the webs around the portal. Its entanglement was successful, and ejected the large creature out of its hiding place, dealing enough damage to destroy it completely. Up high, the bats were not very keen on getting shot down, and began some evasive maneuvers. The ruinous caverns shook tremendously as Sylk unloaded her firepower, only managing to hit one of the bats with her Magnum. The second Bandcoon that she summoned was launched along with the rest of her barrage of attacks, which eventually managed to take down the two bats, in between blobs of blue and bolts of lightning. The Bandcoon itself, however, was unable to snag anything as it faceplanted into a wall. Beside her, DruidMan managed to get back on his feet (+5) (+30) (+5) (+5) (+5) (+5), having no more targets to be concerned with other than himself, and the arachnid lady in front of him.

-=Corrupted Remnants=-
Entangled Sledge V3Sledge V3 (Sledge)

Sledge are a combination of the ElecOgre, Gaia, and Megalian-E viruses. A Sledge looks like a floating Gaia statue carved to look like the chip image of Zeus that holds a Zeus Hammer slung over one shoulder. The viruses use the Zeus Hammer in all of their attacks, and should they throw or lose theirs, they will generate a new one as a free action.

Area: All

HP: 600
Element: Elec

Primary Attack Damage/Effect: (90 Elec + Impact + Break + Panel Break) + (30 Elec + Nova2)
Primary Attack Accuracy: B
Primary Attack Description: Slams enemy with ZeusHammer for extreme damage. Calls down lightning upon nearby foes.

Secondary Attack Damage/Effect: (60 Elec + Impact + Break + Panel Break) + (30 Elec + Blast2)
Secondary Attack Accuracy: C
Secondary Attack Description: Hurls ZeusHammer at enemy. Calls down thunder upon nearby foes when it lands.

Tertiary Attack Damage/Effect: (30 Elec + To-All-Ground) + (30 Elec + To-All-Clause)
Tertiary Attack Accuracy: C
Tertiary Attack Description: ZeusHammer sends thunder wave rolling across the ground and strikes enemies with lightning.

Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: This virus has a 80 HP ElecAura that regenerates at the end of every turn.
Special: Floatshoes.

Possible Rewards (Per Virus): ElecReel2, Gaia2, BigHammer2, HammerToss2, ElecAura2, Hammer, Zenny
: DELETED
Entangled VishiegeVishiege (Ashuraid)

The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

Area: Sharo, NAXA

HP: 180
Primary Attack Damage/Effect: 15 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 15 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 15 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle2, Counter2, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
: DELETED
Entangled TitanTitan (Gigas)

The Gigas are a clan of 8 foot tall viruses whose semi-humanoid bodies are made of a durable metal alloy. Gigas lack legs, and instead roll around on a 3 ton solid steel ball 2-feet in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their metal bodies. The Gigas fight with their huge iron fists, which are provided their immese striking power by large barrel-like forearms. Their great-helm-like heads sit directly atop their shoulders with their blocky hinged jaw slanted in a sneer while their neon-red eyes radiate their hatred of all things Navigator. It is speculated that Gigas are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Gigas move at increased speed, but dodge at a slower than average rate. Gigas viruses prefer to pummel the life out of their foes with their bare hands (even though using the ball-and-chain in melee range would be more devastating), but if they find themselves surrounded or at a great distance to their target, they will use the ball-and-chain to perform a HammerToss. If an object blocks their path, they will either send it flying with a GigasArm attack, or smash it to dust before continuing on. Gigas will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occuring terrain for this reason. Only a Gigas' body is damageable. Striking a Gigas' cast iron arms will not damage the virus or the arms themselves, no matter what you hit them with. The Gigas' will not intentionally defend themselves with their arms, as they should be too busy pummeling or hurling something to bother. Do not abuse this.

Area: Sharo, NAXA

HP: 180
Primary Attack Damage/Effect: 60 Null + Break + Impact + Microburst
Primary Attack Accuracy: C
Primary Attack Description: Winds up and smashes the target with a giant iron fist that shatters defenses and sends the victim flying.
Secondary Attack Damage/Effect: 20 Null + Break + Spin Attack / 40 Null + Break
Secondary Attack Accuracy: D / C
Secondary Attack Description: Summons a ball-and-chain, swings it around to build up momentum, and lets fly at the chosen target.
Tertiary Attack Damage/Effect: 60 Null + Break+ Impact + Burial
Tertiary Attack Accuracy: B
Tertiary Attack Description: Smashes the target over the head with an iron hammer-hand strike with enough force to plant them in the ground.
Element: Null
Possible Rewards (Per Virus): GigasArm2 (Rare), HammerToss2, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
Special: Burial: Opponents struck by this effect are forcibly buried in soft terrain types (Mud, Sand, Snow) or submerged in liquid terrain types. Otherwise, the panel is cracked. If the panel is fragile, it becomes broken, and the target falls into the hole. This effect doesn't work if the target is standing on Metal Terrain.
: DELETED
PulseBat2PulseBat2 (PulseBat)

Area: ACDC, Okuden Valley, Kotobuki Town, Sharo, NetVegas

HP: 160
Attack Damage/Effect: 70 + Seeking
Attack Accuracy: A
Attack Description: Uses a sonic screech to damage its opponents.
Secondary Attack Effect: EchoLocation
Secondary Attack Description: Launches a sonic pulse to reveal hidden or illusory targets.
Element: None
Possible Rewards (Per Virus): Pulsar2, EchoLocation, Zenny.
Special: Airshoes. If PulseBat hits an object, its attack spreads to up to 8 other targets at half damage while dealing full damage to that object. Every other turn, this virus enters High Altitude (dropdown) status and does not attack.
A: DELETED
PulseBat2PulseBat2 (PulseBat)

Area: ACDC, Okuden Valley, Kotobuki Town, Sharo, NetVegas

HP: 160
Attack Damage/Effect: 70 + Seeking
Attack Accuracy: A
Attack Description: Uses a sonic screech to damage its opponents.
Secondary Attack Effect: EchoLocation
Secondary Attack Description: Launches a sonic pulse to reveal hidden or illusory targets.
Element: None
Possible Rewards (Per Virus): Pulsar2, EchoLocation, Zenny.
Special: Airshoes. If PulseBat hits an object, its attack spreads to up to 8 other targets at half damage while dealing full damage to that object. Every other turn, this virus enters High Altitude (dropdown) status and does not attack.
B: DELETED
RedDevilRedDevil (Shadow)

Shadows do not dodge, and they only move by teleporting before and after attacking an enemy. Shadows have permanent Shadow, except in their bladed weapon forms. Teleporting before and after their attacks does not require an action. Shadow viruses assume the form of bladed weapons when they attack. Shadows attack a single target only each turn, and will attack that target as many times as they have actions. They will only abort their attack if the target is defeated before the turn ends, at which time they will teleport back to their staring position and float there passively until the next turn. The range and reach of their attacks depends upon the type of weapon they become when attacking, and the accuracy of their attack depends on where they attack from. Attacks from in front of the target are C-Rank, sides are B-Rank, and back-attacks are A-Rank.

Area: Sharo, Hades Isle, NetVegas

HP: 160
Primary Attack Damage/Effect: 45 Null + Variable Range Attack + Slashing
Primary Attack Accuracy: A (Back), B (Sides), or C (Front)
Primary Attack Description: Attacks enemy in the form of various weapons. Daggers have 1 panel reach. Axes swing in an arc through a vertical space before attacking the target. Lances have Long Attack. Swords have Wide Attack.
Secondary Attack Damage/Effect: 45 Null + Slashing + Piercing + Line Attack
Secondary Attack Accuracy: B
Secondary Attack Description: Powerfully slashes the air in front of it to create a penetrating energy shock wave.
Element: None.
Possible Rewards (Per Virus): Shadow2, SonicBlade2, Zenny
Special: Permanent Shadow status, except when attacking. Not even being hit by Slashing or Beam attacks causes this virus to lose this effect.
Special: Moves by Teleporting. This is not treated as a formal Teleport, and does not confer any bonuses.
: DELETED
GrabBandit V3GrabBandit V3 (GrabBandit)

Navis without access to a useful amount of Slashing damage may struggle with the higher tier versions of this virus. Good RP is a perfectly good substitute in most cases, however the increasing shadow capabilities of the virus can prove problematic without. Check your target's arsenal before deploying this virus and consider carefully about doing so if their access to slashing is limited. Despite this, it should also be noted that this is not a particularly strong virus on its own, either in relative HP, or in offensive capabilities; it doesn't like the spotlight and will not fare well if deployed as the 'centre stage' focus of a battle.

For the most part, GrabBandit's prefer to remain hidden and the full extent of their actual form is hard to tell. Scattered reports have claimed that, when completely out of their shadow portals, the GrabBandit actually resembles a bandcoon, only larger, longer of body, sleek and lither, and seemingly made of solid shadow, with dazzling blue glows where its eyes should be. These stories also report that it sports a writhing forest of very long black tendrils that sprout from its back and wave about with a sentience of their own.

It appears quite nimble when on land, however the virus often moves within a ground-based portal, hidden from sight. When the portal is closed, with the GrabBandit inside, a shadow remains visible on the ground, a circle of roughly one panel, that heralds where the virus is. The portal shadow appears to move with great speed and precision, but only when it is not directly beneath a target. It flashes across the ground to rest directly under a new target, and the GrabBandit will generally attempt to attack that target right away, if it can. When fully out of the portal it is revealed to be, or at least to act as, the virus' own shadow.

In combat, they attempt to ensnare victims by means of opening the portal beneath their target and binding them quickly with a mass of black, shadowy vines. The portals can open to quite a wide size, depending on their target. Nothing but the GrabBandit can pass into or out of the portals, even while they are 'open'; even if one should be opened wide enough to leave a victim standing effectively on black empty space, it will seem like perfectly solid ground underfoot. Seeking attacks seem to disrupt the portal space, and eject the meta-virus back to normal netspace. Looking into a portal reveals only inky blackness, though very occasionally a flash of blue eye-glows might be glimpsed... Looking directly into an open portal is probably a bad idea anyway.

If the virus manages to bind a victim, a large pair Bandcoon paws, seemingly unattached to anything, rise out of the portal as well, and, accompanied by any spare tendrils or vines, perform a pat-down and search of its immobilised target, seeking recent chip data to steal and use. If, however, the GrabBandit is unable to use its vines, it will instead emerge from its portal in an effort to fully scope out the battlefield, moving defensively and attempting to ensure all targets are in its field of vision at once. As a defence mechanism, the GrabBandit appears to be able to flare the glows of its eyes brightly enough to bath the surrounding area in an over-powering blue light. It does this in a brief flash, fierce enough to leave victims dazzled and blinded, and even causing physical pain to those close by, before retreating into its portal again.

Between its defensive nature, and the efficiency of its movements while hidden, this virus has never been known to dodge or evade attackers, except by coincidence. Even when fully exposed it is usually far more interested in getting out of the spotlight quickly, or retreating into its portal again. Despite its shadowy appearance, the virus itself is solid enough that it does not count as being actually shadowed, though stronger variants of the virus have thrown this into question.

Area: All

HP: 410
Element: Null

Primary Attack Damage: 30 Null + Bind
Primary Attack Accuracy: A
Primary Attack Description: Opens a portal beneath a target, attempting to bind it with a sudden explosion of alarmingly sentient shadowy vines. If it fails to bind its target, or if its target escapes without severing the vines, the tendrils continue to reach all around for a victim, remaining vulnerable. Bursting up and Binding is one action, withdrawing requires another. If successful, the virus does not need to expend additional actions to maintain the bind, however it cannot move to another location as long as it is holding a bind. The virus may choose to disengage the bind at any point, and withdraw.

Secondary Attack Effect: Chip Steal + 1/2 Chip Use
Secondary Attack Accuracy: B (A if against a target afflicted with Bind)
Secondary Attack Description: GrabBandits will generally attempt to use this on foes that they have successfully bound, however they are capable of attempting to steal the chips of unrestrained targets at reduced accuracy as well. They prefer to bind before searching. Against a bound target, two large, disembodied Bandcoon paws, along with sundry spare vines, rise from the portal and begin to pat down and otherwise search a bound victim, trying to steal the chip data of a chip that its victim had selected to use that turn. If attempting to steal from an unbound target, the virus will pounce bodily out of its portal in an effort to pin and then frisk its target with unnervingly nimble and dexterous fore-paws. If its tentacles are intact, they will assist the search. If it successfully steals chip data, it may then use it as a free action. Recovery chips are used at full power, while all other types are used only at 1/2 of normal, rounding down to the nearest 5.

Tertiary Attack Damage: 25 + Nova2, Blind1 + To-All (Absolute, Excluding Self),
Tertiary Attack Accuracy: B Damage/S Blind
Tertiary Attack Description: The GrabBandit will only use this attack if it cannot use its vines at the beginning of its turn. The portal will reposition away from any specific target, and the GrabBandit will emerge fully. After scouting the field for a moment, it will show some sign of aggression, usually a snarl or a hiss, towards its foes and then the two bright blue glows that serve as its eyes will flare up into a brilliant flash of blue light, covering the field for a moment and dazzling the vision of everything around it, regardless of friend or foe. Those closest to the flare may feel it as physically painful.

Special: Bind: This is a virus-only form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. Bind is cancelled by attacking the source with Slashing damage, or spending one or more actions to escape with good RP quality. Bound players may attack the vines with non-slashing attacks for normal damage, but this will not free them unless they destroy the virus. Unlike a regular withdrawal, which requires an action from the virus, if the vines are severed, the virus withdraws immediately.
Special: Slashing damage against the vines at any point will sever them from the portal temporarily, and prevent the GrabBandit (if it survives) from using them at all until the next turn, while they regenerate. Severed vines immediately disintegrate, and do not count as an attackable target after they have been cut.
Special: Spends much time hidden in its portal, although there is almost always an attackable portion outside. Exceptional or clever RP may find ways to draw a GrabBandit completely from its portal against its will, leaving it exposed. Any visible part of the virus may be attacked for damage at any time, but attacks may not pass into the portal. Seeking attacks directed against the portal surface will disrupt the portal and cause the virus to displace back to the normal netspace, taking 50 Null damage.
Special: One Time Only, GrabBandit may use Shadow2 as a Free Action. If at any point it emerges fully from its portal and has not yet used this, it will do so then.

Possible Rewards (Per Virus): Rope2, Blinder, PickPocket (Rare), AreaGrab, Shadow2
A: DELETED
GrabBandit V3GrabBandit V3 (GrabBandit)

Navis without access to a useful amount of Slashing damage may struggle with the higher tier versions of this virus. Good RP is a perfectly good substitute in most cases, however the increasing shadow capabilities of the virus can prove problematic without. Check your target's arsenal before deploying this virus and consider carefully about doing so if their access to slashing is limited. Despite this, it should also be noted that this is not a particularly strong virus on its own, either in relative HP, or in offensive capabilities; it doesn't like the spotlight and will not fare well if deployed as the 'centre stage' focus of a battle.

For the most part, GrabBandit's prefer to remain hidden and the full extent of their actual form is hard to tell. Scattered reports have claimed that, when completely out of their shadow portals, the GrabBandit actually resembles a bandcoon, only larger, longer of body, sleek and lither, and seemingly made of solid shadow, with dazzling blue glows where its eyes should be. These stories also report that it sports a writhing forest of very long black tendrils that sprout from its back and wave about with a sentience of their own.

It appears quite nimble when on land, however the virus often moves within a ground-based portal, hidden from sight. When the portal is closed, with the GrabBandit inside, a shadow remains visible on the ground, a circle of roughly one panel, that heralds where the virus is. The portal shadow appears to move with great speed and precision, but only when it is not directly beneath a target. It flashes across the ground to rest directly under a new target, and the GrabBandit will generally attempt to attack that target right away, if it can. When fully out of the portal it is revealed to be, or at least to act as, the virus' own shadow.

In combat, they attempt to ensnare victims by means of opening the portal beneath their target and binding them quickly with a mass of black, shadowy vines. The portals can open to quite a wide size, depending on their target. Nothing but the GrabBandit can pass into or out of the portals, even while they are 'open'; even if one should be opened wide enough to leave a victim standing effectively on black empty space, it will seem like perfectly solid ground underfoot. Seeking attacks seem to disrupt the portal space, and eject the meta-virus back to normal netspace. Looking into a portal reveals only inky blackness, though very occasionally a flash of blue eye-glows might be glimpsed... Looking directly into an open portal is probably a bad idea anyway.

If the virus manages to bind a victim, a large pair Bandcoon paws, seemingly unattached to anything, rise out of the portal as well, and, accompanied by any spare tendrils or vines, perform a pat-down and search of its immobilised target, seeking recent chip data to steal and use. If, however, the GrabBandit is unable to use its vines, it will instead emerge from its portal in an effort to fully scope out the battlefield, moving defensively and attempting to ensure all targets are in its field of vision at once. As a defence mechanism, the GrabBandit appears to be able to flare the glows of its eyes brightly enough to bath the surrounding area in an over-powering blue light. It does this in a brief flash, fierce enough to leave victims dazzled and blinded, and even causing physical pain to those close by, before retreating into its portal again.

Between its defensive nature, and the efficiency of its movements while hidden, this virus has never been known to dodge or evade attackers, except by coincidence. Even when fully exposed it is usually far more interested in getting out of the spotlight quickly, or retreating into its portal again. Despite its shadowy appearance, the virus itself is solid enough that it does not count as being actually shadowed, though stronger variants of the virus have thrown this into question.

Area: All

HP: 410
Element: Null

Primary Attack Damage: 30 Null + Bind
Primary Attack Accuracy: A
Primary Attack Description: Opens a portal beneath a target, attempting to bind it with a sudden explosion of alarmingly sentient shadowy vines. If it fails to bind its target, or if its target escapes without severing the vines, the tendrils continue to reach all around for a victim, remaining vulnerable. Bursting up and Binding is one action, withdrawing requires another. If successful, the virus does not need to expend additional actions to maintain the bind, however it cannot move to another location as long as it is holding a bind. The virus may choose to disengage the bind at any point, and withdraw.

Secondary Attack Effect: Chip Steal + 1/2 Chip Use
Secondary Attack Accuracy: B (A if against a target afflicted with Bind)
Secondary Attack Description: GrabBandits will generally attempt to use this on foes that they have successfully bound, however they are capable of attempting to steal the chips of unrestrained targets at reduced accuracy as well. They prefer to bind before searching. Against a bound target, two large, disembodied Bandcoon paws, along with sundry spare vines, rise from the portal and begin to pat down and otherwise search a bound victim, trying to steal the chip data of a chip that its victim had selected to use that turn. If attempting to steal from an unbound target, the virus will pounce bodily out of its portal in an effort to pin and then frisk its target with unnervingly nimble and dexterous fore-paws. If its tentacles are intact, they will assist the search. If it successfully steals chip data, it may then use it as a free action. Recovery chips are used at full power, while all other types are used only at 1/2 of normal, rounding down to the nearest 5.

Tertiary Attack Damage: 25 + Nova2, Blind1 + To-All (Absolute, Excluding Self),
Tertiary Attack Accuracy: B Damage/S Blind
Tertiary Attack Description: The GrabBandit will only use this attack if it cannot use its vines at the beginning of its turn. The portal will reposition away from any specific target, and the GrabBandit will emerge fully. After scouting the field for a moment, it will show some sign of aggression, usually a snarl or a hiss, towards its foes and then the two bright blue glows that serve as its eyes will flare up into a brilliant flash of blue light, covering the field for a moment and dazzling the vision of everything around it, regardless of friend or foe. Those closest to the flare may feel it as physically painful.

Special: Bind: This is a virus-only form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. Bind is cancelled by attacking the source with Slashing damage, or spending one or more actions to escape with good RP quality. Bound players may attack the vines with non-slashing attacks for normal damage, but this will not free them unless they destroy the virus. Unlike a regular withdrawal, which requires an action from the virus, if the vines are severed, the virus withdraws immediately.
Special: Slashing damage against the vines at any point will sever them from the portal temporarily, and prevent the GrabBandit (if it survives) from using them at all until the next turn, while they regenerate. Severed vines immediately disintegrate, and do not count as an attackable target after they have been cut.
Special: Spends much time hidden in its portal, although there is almost always an attackable portion outside. Exceptional or clever RP may find ways to draw a GrabBandit completely from its portal against its will, leaving it exposed. Any visible part of the virus may be attacked for damage at any time, but attacks may not pass into the portal. Seeking attacks directed against the portal surface will disrupt the portal and cause the virus to displace back to the normal netspace, taking 50 Null damage.
Special: One Time Only, GrabBandit may use Shadow2 as a Free Action. If at any point it emerges fully from its portal and has not yet used this, it will do so then.

Possible Rewards (Per Virus): Rope2, Blinder, PickPocket (Rare), AreaGrab, Shadow2
B: DELETED
VoidVoid (Null&Void)

Null&Void viruses are extremely dangerous top tier viruses. No player should encounter one until at least battle 6. Null&Void viruses move and dodge at an average rate by walking normally, but they also teleport before and after executing their melee attack. They regenerate half of their HP every action and their vortexes have the ability to instantly destroy objects and EJO or delete victims instantly with Gravity Crush. Their strategy revolves entirely around forcing an enemy into a vortex, and their attack choices will always be something that furthers that goal if possible. If not, they will settle for using objects and the terrain to damage or hinder the enemy. They are intelligent enough to use their abilities to cause a great deal more havoc than the average virus.

Area: Sharo, NAXA

HP: 160
Primary Attack Damage/Effect: Set 2x Panel Trap: (30 Aqua + Gravity Crush 100 + Object Erasure)
Primary Attack Accuracy: E
Primary Attack Description: Automatically creates two whirlpools on the field. Each whirlpool takes up one panel, and remains there until either something moves into it or until the end of the turn, whichever comes first. This attack may only be executed once per turn at the beginning of every turn, and does not require an action on the part of the virus. Whirlpools never appear over Missing Terrain and cannot be summoned on Broken Terrain. Terrain changes have no effect on whirlpools, at all, as they have been known to float in mid air over even Broken Panels once they have been summoned.
Secondary Attack Damage/Effect: (Teleport) then (30 Aqua + Impact + Knockback)
Secondary Attack Accuracy: B
Secondary Attack Description: Teleports next to an enemy or object, and pushes them suddenly. If it is an enemy, they will try to push them into the nearest Whirlpool, or at least towards it. If it is an Object, the virus will push it at the nearest enemy. They teleport back to their starting position after the attack ends.
Tertiary Attack Damage/Effect: 30 Aqua + Piercing + Altitude Change
Tertiary Attack Accuracy: D
Tertiary Attack Description: Generates a gravity ball and throws it in a straight line. The gravity ball travels slowly, but will pass through anything that stands in its path. It also forces enemies in High Altitude and Burrowed/Submerged enemies to ground level, regardless of their position on the field.
Element: Aqua
Possible Rewards (Per Virus): GravityHold2, Vortex (Rare), Zenny
Special: Gravity Crush: Instantly defeats any target with HP at or below the numeric value. Undershirt will not prevent this effect from working. If the target would survive Gravity Crush damage, they instead only take the base Aqua damage.
Special: Object Erasure: Instantly destroys Objects on contact.
Special: Altitude Change: Forces all battle participants out of High Altitude or Submerged status, regardless of whether or not it hits them. This effect cannot be avoided.
Special: Regen(80): This virus regenerates 80 HP per action.
: DELETED
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

-=Navis=-
Sylk.Exe: 200Hp [Grass][170Hp Planar Barrier (Wood)]
DruidMan.Exe: 61Hp [Grass]

-=Terrain=-
30% Magnet
  • Non-Elec Elementals get -30% Evasion, and 50% (+/- 25% RP) chance to fail movement off the panel.
  • Only Elec Elementals can burrow.
  • Wood attacks: Change terrain hit to Normal.
  • PanelShot: Imbue Elec + Seeking.
[Most of the southern area]
20% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Circular patch in the northern central area]
10% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
[Scattered patches at the north end]
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.
[Scattered patches in the middle and eastern sides]
10% Cursed
  • Doubles Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Self-Damage.
[Sections of the northern area]
5% Soil
  • Wood Elementals get +10% Evasion.
  • Wood attacks: +100% Source Damage, change terrain hit to Grass.
  • 100 Damage Aqua attacks: Change terrain hit to Mud.
  • 100 Damage Fire attacks: change terrain hit to Coal.
  • PanelShot: Imbue Wood.
[Directly under DruidMan, in the centre of the grass]
15% Missing
  • Permanent bottomless hole.
  • Doubles dodge penalties for bad RP.
  • EJO if you fall in.
[Gap directly in the centre of the field]

-=Objects=-
Ruined Fortification A: 80Hp [Anchored][HardBody][L-shaped section, south-east]
Ruined Fortification B: 80Hp [Anchored][HardBody][Long buckled segment, south-west]
Ruined Tower: 60Hp [Anchored][HardBody][Tall tower shard, has a stable-looking upper floor, south-east alongside Ruined Fortification A]
Entangled Fortification A: 120Hp [Anchored][HardBody][DR: 10][Curved bulwark, north central, east side of the path]
Entangled Fortification B: DESTROYED
Entangled Tower: DESTROYED

Climbing on Ruined structures counts as Normal terrain, for calculation purposes.
Climbing on Entangled structures counts as Cursed terrain, for calculation purposes
NOTE: Cursed terrain does not appear to be negatively affecting Entangled Viruses!

-=Rogue Battle 4, Victory!!=-
Rewards:
All: +12 FXP Base, +1 FXP Extra, 4800z, 69 BugFrags
Sylk: Rope2Damage: 70 + Hold + Ground Attack
Accuracy: A
Description: A vine sprouts from the ground to grab and damage an enemy for three turns. Can be destroyed with Slashing or Fire attacks, or other RP-based solutions. Destroying the vine instantly ends its effects.
Duration: Three turns
Element: Wood
Trader Rank: C
Battlechip (Pickpocket 1), Miss (Pickpocket 2), +1 Bluegon Bounty
DruidMan: +1 Void Bounty
Sylk let out a sigh of relief, as the smoke cleared and the battle came to an end. A hand brushed back some of her hair that had shifted out of place, which honestly was the most that Sylk has suffered during the fight, She was honestly surprised.

"Geez, that was easier than we expected, eh Druid?" The spider chimed happily with a toothy grin. As she turned to look at her partner, her cheerful mood dropped to worry. " Holy hell, what happened?! I heard you having a bit of a struggle, but i didn't expect... this." She really didn't have the words for the situation. Sylk just frowned, realizing her attention had been too focused on her enemies.

She looked around for a moment, before an idea popped into her head. " Oh, i have an idea! We can get you fixed up pretty quick, and gives us a breather. Adrian, can you grab the subchip we bought earlier?"

" Sure, we can use the bookmark I guess. Gives us a chance to bulk you up a bit."

" So what do you say? Care for a bit of a break?"
"Oh, this? This is no big deal, dudette." Druidman said, wincing slightly as he waved his hand through the air. He knew he had to be more careful in the future, losing control like that with other Navis nearby was, at best, dangerous. Thankfully Sylk had been too focused on what she was doing to notice his lapse.

"Don't be a fool, Druidman. We should take that time to bulk up ourselves. It's not a very common opportunity." Steve scolded his Navi.

"Uh, yeah, on second thought, that might be a good idea." Druidman amended sheepishly.
" Alright Adrian, hit it!" The spider eagerly called to her operator, only moments before a light engulfed the navi causing her to vanish from the net.

((Used: Bookmark, sylk and druid battle 5 saved))
Druidman's body burst into thousands of leaves that were scattered onto the wind...

((Bookmark))
((Resume bookmark: Battle 5))

With a flash of light the spider made her entrance once more, slowly hovering to the ground suspended by invisible threads in a spectacular fashion. Very little time had past since Sylk and Druid had chosen to take a break, but Sylk couldn't help but feel energetic and fantastic after her upgrades. Her output and specs had been more than doubled and she was ready to take on anything that got in her way. Luckily for her, it had felt like they were closing in on something big ever since they started hunting in this god-forsaken underground. Pale and blind enemies aside it was pretty obvious something was up down here, with the freaky lights and even more questionable vegetation. Judging by the previous enemies, whatever caused all this wouldn't be a pushover.

As Sylk looked around a bit more, a somewhat depressing thought had dawned on her. " Ah. Adrian, we forgot to set a meeting time to return."

" Yeah, that probably would have Helped." Sylk could practically feel the face palm caused by the blunder, through the PET. " Alright, i guess we'll wait here for a bit and if Druid doesnt return in the next hour or so we can call it a day, or keep exploring. We'll decide then."

" Can't be helped I guess. "
Suddenly, a great gust of wind blew across the snowy darkness, kicking up leaves that seemed to spring up from nowhere that swirled about and coalesced into DruidMan.

Stretching his arms behind his head and giving a bit of a yawn, he stepped forward. "Huh? Sylk, you're already here? I figured I would be waiting here for you, ha ha." he said good-naturedly. "You ready to blow this popsicle stand, then, dudette?"
As druid man showed up, Sylk had been caught mid stretch herself, feeling a little stiff during her wait. She had been so anxious to get started that she needed to do something to keep her self occupied either way. As she finished up, the spider turned to face her companion. " No point wasting any time here, who knows what could be lurking around the next bend after all." While most would be cautious under those circumstances, there was a hint of excitement in Sylk's voice. She was more than ready to go toe to toe with whatever nasty things were down here.

her eye's scanned for where they had left off last time, making sure to mentally note where they had come from and what hadn't been explored yet. Of course with the eerie light getting stronger the more they had progressed it wouldn't be too hard to tell regardless, she figured. " Let's go, shall we?"

((ready for battle 5))
Druidman rubbed his hands together, "Well, with all the dragons we've been dealing with in this dungeon, there's bound to be some gnarly baddie and big ole treasure ahead, man!" he said somewhat giddily.

"Pretty sure we were heading this way, SylkLady." he said, pointing ahead and starting to explore the dark path.

((Battle 5))
((+2 Mutual FXP))

The pair of unexpected spelunkers returned to the same dark underground cavern in Sharo a short while later, both refreshed and upgraded to take on whatever it was that was causing the creeping corruption they'd been seeing signs of since they descended into a gloom. As before, all around them, broken remnants of forgotten a forgotten fortress outpost remained, choked and strangled by gnarled black roots and strangling vines that all gave off an eerie, faint glow, pulsing in slow, protracted ripples across the ground. The harsh chill of the frozen network was only slightly mitigated down here; the air was still frigid and biting, and though there was no wind or snow, the cold edge to the air was palpable.

Ahead, not far away now, they could see a larger heart to the pulsing glow, obscured by crumbled stone-work, but giving sight, just barely to distended, clasping branches that reached skyward. There were no more immediate signs of viruses, but as they picked their way forward sounds broke the darkness. Creaks and hisses, wooden groans and the scrape of branches on stone. The pulse of light made it clear that they were moving towards the source of the corrupting vines, with the patches of poisonous or dangerously cursed ground growing more prevalent. Soon it became hard to find clear pathways through the rubble; individual broken sections were more torn up now, reduced to unidentifiable chunks rather than proper wall or arch segments, and the ground itself bore scare few remnants of what might have once been the original flagstones.

Something twitched slightly to Sylk's right, but peering through the dark it looked to be, not a virus, but the root-riddled, emaciated husk of one — it might have been an Octor at one point, maybe, but now it was held fast to an overgrown section of wall, pin-cushioned by roots and the twitch that Sylk had seen had come not from the drained creature, but from the vines themselves, gripping and squeezing it as they tried to gain more than it now had to give up.

Pressing on, they began to spot more; the more organic viruses seemed to be held and drained into husks by the grasping roots, while they caught sight or one or two more of the mechanical ball viruses thoroughly torn apart by roots in their desperate quest for... whatever it was they were taking from viruses.

More movement, and DruidMan had to mind his feet as a root writhed on the ground near by, one end of it lifting up towards his ankle. More movement, from all sides; only small twitches, but increasingly around the pair. The groaning of wood and the scraping of branches grew more persistent and as the pair moved through a mostly intact archway, they came upon what must certainly be the source of this corruption. A courtyard opened, its ground up-heaved and uneven, but sinking down towards the back, where a massive black-wooded tree swayed and twisted slowly. The boughs spread up and out, black, bony fingers that clawed and scraped at the sky above while around the base, the roots began to take on that familiar sickly glow. The walls of the courtyard were covered completely in the viney growths, and much of the ground was riddled with them as well. Desiccated and decayed husks of lesser viruses were pinned to the ground and the walls, crushed and mangled as well as drained of whatever essence they possessed.

As they took this sight in, a creak and a crash from behind forced the two to move forward just that little bit quicker as more roots, more active than before, reached for them, cracking and crushing the archway and pulling it down behind them in their efforts to grasp new prey. The rumble of earth shattered the uneasy quiet far more loudly than the persistent groaning of wood and the great tree, many, many times either of their size, seemed to stretch upwards, while its foremost boughs bent forward towards them, seeking.

Black and purple wisps rose from the ground around it; what wasn't obviously poisonous looked sickly all the same, and there were few places to stand that didn't seem to be on pieces of gnarled root. As they looked at the tree, the reading came up as a foreign collection of letters. At first, anyone reading along on a screen saw it register as "ВитаяСердце.КореньКрови", but after a few seconds the individual characters stuttered and shifted, to show "VitayaSerdtse.KorenKrovi", and then, after another moment or two resolved further, translating properly into "Twisted-Heart, the Blood Root". The corrupt ground spread further from the base of its roots, almost in anticipation of a fresh meal.


-=Dark Tree=-
ВитаяСердце.КореньКрови (Twisted-Heart, the Blood Root): 600Hp [Cursed][???]

-=Determined Gardeners=-
Sylk.Exe: 500Hp [Cracked]
DruidMan.Exe: 470Hp [Cursed]

-=Court of the Fountain=-
45% Cursed
  • Doubles Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Self-Damage.
[Area in the north, focused around the tree]]
20% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
[Scattered patches on the east and west sides]
25% 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.
[Scattered patches near the southern side]
10% Missing
  • Permanent bottomless hole.
  • Doubles dodge penalties for bad RP.
  • EJO if you fall in.
[destroyed gap in the north-eastern corner]

-=Observations=-

[???] This entity is mysterious; you don't know its full details or behaviours, nor what might be affecting it. Players will automatically learn more as the fight progresses, but can also take deliberate efforts to learn more about its strengths and weaknesses.

- The tree does not appear to be negatively affected by cursed or poison terrain. It has been observed that viruses fully corrupted by the roots also enjoy this benefit.

-=Battle 5, Start!=-

"Hrm. I don't like this gnarly thing, man." Druidman remarked sideways to his arachnid companion. "It's no sort of tree that I recognize, and frankly, I'm not even sure it's a tree." he rubbed his chin thoughtfully.

"How about we play it safe this time around?" he said, both to Sylk and Steve.

Steve nodded to himself slightly. He thumbed through some of his support chips and pulled out a few promising candidates. "Okay Druidman, I think we should go about this two ways. First, we'll beef up your defenses, and then try to soften theirs. I don't particularly like all this negative terrain around you guys, so you should try summoning Sim to carry you above it. Her power has been growing, just as yours has." he concluded.

Druidman nodded with a slight smirk. "Got it, dude." he breathed in a deep breath to clear his mind, then, feeling a flush of warmth spread through him, called out, "Simurgh!" he held out his arms as a shower of embers burst around him and, with a single, graceful note of song, Sim's magnificent avian form came into being from the dying lights.

Sim began to flap away from Druidman, but spiraled and banked into a quick u-turn, gliding over his head, she gracefully reached down with her talons and gently sunk them into the leather armor on Druidman's shoulders, and, with a great flap and a great gust of wind, lifted Druidman off of the ground and began to carry him away. "Go crazy, Sylk-lady, I'll try to figure out exactly what we're dealing with, here." he said as he was pulled upwards and towards the sickly tree.

As Sylk carried Druidman to make a pass by the strange foliage, Steve sent Druidman some chip data. "Try to clear out the underbrush, Druidman." he said. Druidman reached into his pouch and pulled out a glass orb, with a strange red liquid sloshing around in it. His eyes widened slightly as he realized what it was, then narrowed as he understood the plan. He wheeled his arm back, and hurled it down towards the base of the tree, the orb shattering and splashing it's contents everywhere, spreading a new terrain outwards.

Druidman held his left forearm outwards, and tendrills of wood grew outwards and wove themselves together into a medium sized sheild, which Druidman tried to keep angled towards this dark heart of the forest in front of him.



*.)Resolute Steel Force: Passive Hardbody
1.)Summon Support Program: Simurgh.SP
2.)Equip SP
---
S1.)Arial movement towards Blood Root.
---
3.) LavaSeedDamage: 10 + Small Lava Terrain Change / Medium Lava Terrain Change
Accuracy: A
Description: Lob a seed that create a medium Lava area. Only a small area if it hits an opponent.
Duration: Once
Element: Fire
: 10 + Small Lava Terrain Change / Medium Lava Terrain Change (Acc: A) to Blood Root.
---
S*.)Gust LavaSeed to base of Blood Root.
---
4.) Guard2Effect: (1 Hit Shield) + (Reflect(up to 120 + Piercing + Line Attack): On Hit)
Accuracy: S
Description: Generates a 1-Hit Shield upon activation. When this shield blocks one hit from a non-Break attack, it responds with a hyper-fast damage ray.
Duration: Until broken or overridden.
Element: Null
Special: Negated by Break. Ignores Impact.
Special: Reflect: Damage returned is equal to the damage of the attack blocked or the damage cap listed, whichever comes first. Reflect is not subject to negation by Impact.
Special: Status Guard: This chip blocks debuffs.
: (1 Hit Shield) + (Reflect(up to 120 + Piercing + Line Attack): On Hit) (Acc: S) to self.
5.)Prepped Dodge.
6.)Prepped Dodge.

Sylk's eyes traced across the desecrated landscape, the place where all this corruption had seemingly started, displeased with the situation they were now in.

"I don't play things safe, you know?" She replied, before a thought crossed her mind and she changed her choice of words immediately. "Well, not counting my usual defenses. I'm already prepared for anything." She added, smugly.

The spider rolled her shoulders as she thought about their situation. Sylk caught the gruesome sight of a corrupted husk of virus out of the corner of her eye she couldn't help but want to get her defenses up immediately. Her already tough body began to heat up, shades of read slowly starting to creep across it, as draconic scales began to sprout from her exoskeleton.

Feeling a little safer, Sylk turned her attention back towards the grotesque tree. While the thought of setting the whole area ablaze was a fun thought, she couldn't help but feel some sympathy for poor Druidman who would get drowned in the flames. While he seemed to be tough she wasn't exactly a slouch when it came to destroying everything around her. Collateral damage was a possibility. There was one idea however that came to mind. One that could be fine to try.

"Adrian my dear, have you ever seen a tree get split by lightning? Forget about never striking twice, i'm going to make it strike 12 times tonight."

Sylk had been preparing the battlefield with her threads discretely since they had arrived and now was the perfect time to strike. Electricity arced in the air as it crackled between threads. A mass of threads had slowly encroached on the trees location, and with a sly grin, sylk snapped her fingers calling down a rain of lightning bolts.

While it had taken a bit of time to prepare, Sylk was more than pleased with her attack. Briefly she wondered if it was over kill, but it quickly perished as she decided there was no such thing in a situation like this. Which left her asking what to do next. It seemed that while she had been busy Druid had not only found a chance to get out of her line of fire, but set up the perfect chance for her next assault. There was only one thing left to do.

Burn. It. Down.

With the lava seed that Druidman created, Sylk knew exactly how to proceed. Adrian seemed to be on the same page as she slotted in the chip and Sylk began to work her magic. Pools of lava began to bubble up from the ground before rising up violently and consuming the field in a torrent of flames, washing over everything. She was more than thankful that druid had taken to the skies, to save Sylk from the guilt that might ensue later.

Sylk was certain this had dealt a strong blow to this monstrosity, but decided perhaps one more plan couldn't hurt. A faint green glow surround her body as she waited to see what happened next, staying aware of her surroundings as she looked on.

Summary:


Spider Reflexes 1 (dodge passive)

Spider Reflexes 2 (dodge passive)

Web Domain (Accuracy Enhancement)

Exoskeleton - (Passive hard body)

Passive type ability: Decoy

Actions:

1) FlameScales2Effect: 10 HP Fire Element StoneBody Casing, Slow + Mobility Down.
Accuracy: S.
Description: Armors the user in a layer of diamond-hard Salamander's scales. The scales sustain only 1 damage per hit from non-aqua/non-break attacks, but their extreme weight decreases evasion capability by 1 rank and reduces overall movement ability while worn.
Duration: Until destroyed.
Element: Fire.
Special: Status Guard: This chip blocks debuffs.
Special: Casing is instantly destroyed by Aqua and/or Break attacks.
: 10 HP Fire Element StoneBody Casing + Status, Slow + Mobility Down. (Acc: S.)

2) ClusterShot3Damage: 10 x 12 Shots + Variable Targeting
Accuracy: B
Description: Launches a volley of twelve plasma spheres at targets designated by the user.
Duration: Once
Element: Elec
Special: Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
: 10 x 12 Shots + Variable Targeting (Acc: B) +15 same element damage per hit @ Bloodroot

Free action NCP: Set metal - Metal Zone under bloodroot used in conjunction with cluster shot

3) Attack+20Status: Attack UP 20, Stackable
Accuracy: S
Description: Adds 20 Damage to all hits of a selected attack chip, before any external environment-related or target-related damage modifiers apply.
Duration: Once
Element: Null
: Attack UP 20, Stackable (Acc: S) @ ClusterShot3

4) RedWave2Damage: 70 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50
Accuracy: B
Description: Creates a wave of lava to burn everything and everyone other than the user, even their allies. Can be jumped over, but requires perfect timing. More effective if there is lava in the vicinity to fuel it.
Duration: Once
Element: Fire
: 70 + Ground Attack + To-All-Clause (Others) + Lava Terrain Boost 50 (Acc: B) (+50 boost from lavaseed?)

5) AntiWoodDamage: Trap((Negate Attack) Then (200)): Damaging Wood Element Attack
Accuracy: A
Description: Negates one Wood-element attack and counters with a stone spire.
Duration: One Attack
Element: Wood
Special: (Trap(Effect): Trigger): Trap effects are sprung when Trigger conditions are met. Traps do not trigger and cannot be triggered by other Traps. Traps are negated on contact by the Nullify effect, and do not trigger against attacks that include the Nullify effect. Traps do not trigger against Allies. Only one Trap may be set by an individual at a time, and setting a second will overwrite the first regardless of type. Traps remain in place until triggered, overwritten, or destroyed.
: Trap((Negate Attack) Then (200)): Damaging Wood Element Attack (Acc: A)

6) Prep. Dodge


As the black-wooded entity twisted and swayed in front of them, DruidMan and Sylk both realised that there was a potentially dangerous fight to be had. The spider woman reinforced her already resilient exoskeleton with and even harder, and heavier set of red scales. The cracked ground under her feet creaked in protest, but it held for now. DruidMan, meanwhile, called upon his winged ally and took to the air, moving to get a better look at the tree from the air, though as he approached, he would swiftly realise that staying out of the way of this ancient tree's gnarled, whipping branches was going to be harder than it seemed.

From a little higher up, he could see the tree pulse with the heart-beat glow that suffused its reaching root systems, and as it seemed to draw itself up to a moor looming and impressive stance, a series of knotted bark-like growths spiralled across its already warped trunk, covering the black wood completely in something that looked more rotten and grey. As it stretched, however, he also felt an extremely unpleasant emanation rolling off the tree; he could almost taste it in the air, so befouled and cloying was the sense. If not for Simurgh holding him aloft, he might have reeled drunkenly as a nauseating wave of weakness assailed his mind and body. The tree seemed to grow stronger, despite the way DruidMan's support program buffeted and scoured at the newly formed bark as she flew.

Down below, Sylk was planning to decimate the corrupted plant with an all out assault, now that she was well defended. With everything lined up and all of her offence capabilities as buffed up as she could manage, she triggered her intricate weave of webbing and struck. As the ground around the tree attempted to metalicise itself, and augment her strike, the ripple of metal panels was immediately chased by another pulse of dark purple wisps; the panels were upturned by more corrupted roots and by the time her lighting strikes were falling, the roots around the tree were as cursed and darkened as ever, with only a slim ring of metal remaining, at the outer edges of her transformed area.

The first bolts struck inwards anyway, jolting through branches and against the trunk of the tree, and the greyish bark was immediately rent away. As it was burst apart by Sylk's electricity, however, something unsettling revealed itself underneath. The dark black wood practically shone with a sickly glow and Sylk's remaining storm of attacks skittered off and around it, cascading to the ground in so many sparks that didn't seem to phase the corrupted tree at all. As the remainder of her lighting spent itself, Sylk felt her mind assaulted by a cloying psychic reverberation, similar to the one DruidMan had just experienced, and she felt her own strength sapped away as the trees presence seemed to swell even further. It was growing stronger; so much stronger.

Druidman had managed to shake off the mental assault enough to continue his own stratagem, now moving to burn the tree instead. He launched his small seed of lava down at the base of the entity below him, and was rewarded with the bright glow of magma splashing out and around the base of the plan for a few moments. The lava itself seemed to have slid of the glowing trunk of the tree without effect, but at least the ground beneath it was changing. The moment of victory was short-lived, however. The lava barely had time to settle or spread before more blackened tendrils began to rise up from it, and the red glow drained away to leave scorched, cursed earth, overrun by more of the writhing roots.

Sylk was following the same plan with the wave of lava she sent after it, attempting to draw as much of the remaining strength from the small pool as she could to further fuel the chip, and though the flood of magma crashed against the tree and circled around it, the attack seemed to lack any impact; not so much as a scorch remained on the warped bole of their target. Their struggles to make impact tangibly seemed to draw the hope from the air and the darkness crept in, growing deeper around the dull, slow pulse of the tree's heart-beat. Its branches moved with sudden vicious mtions int hat moment, lashing out in all directions. Sylk had to dart to one side to avoid a heavy branch that slammed out at her; the panel beneath her feet crumbled and she barely managed to scramble to safety, weighed down by her heavy defence. Her decoy drew the ire of another heavy branch, and was too busy taunting the dark entity to avoid being smashed into data particles; better it than anyone else, though.

Up above, DruidMan and Simurgh weren't exempt either, as a barrage of reaching, clawing branches whipped up and raked at them both, attempting to bat them out of the sky. Aided by his support program, DruidMan was able to twist away from the slashing branches, but Simurgh herself caught a nasty gash in the process, causing them both to wobble in the air for a moment.

DruidMan pulled out his shield to protect them both a little better, while Sylk prepared another trap for future attacks in the hope of catching the thing out while it was attacking, but even as the tree itself settled back again into its writhing, swaying rhythm, something moved in the north. Vines and roots on the wall above the missing patch shifted and pulsed, and then Sylk saw what was really happening. One of the thick, twisted roots wasn't a root at all. It was the emaciated, withered length of a Bluegon, restrained, drained and shrunken yet unmistakable now that she looked at it. The body was so wrung out it could be missed for a particularly thick branch, but the head was obvious now. Especially since it was moving. The eyes were blind and roots pierces many places through its skull, but as the vines holding it flexed, the head lifted up and a pained hiss escaped. A moment later, a blast of frost launched upwards, aimed directly at DruidMan and his SP.

DruidMan had enough time to turn himself to the sudden attack, though not enough to dodge clear of it. The best he could do was put his shield between the withered up creature and himself, absorbing the frigid blast as it washed over him and curled around. the shield responded, sending an arcing bolt back down to strike the creature in return. It roared weakly and slumped for a moment, but DruidMan had a bigger problem. Carrying him, Simurgh shuddered and the frost led to a swift lock-up. It was too much for the SP to endure and a moment later, DruidMan felt himself free-falling towards the upraised branches of the tree below.

He crashed through the thinned branches and managed to land safely, more or less, right by the base of the shifting wood. He was unharmed for now, but the ground was dark and sapping, and the roots covering it began to grope and twitch at him, attempting to ensnare his feet. This close, he could get an impression of just how large this tree had grown, for however long it had fed down here in the depths.

The withered up Bluegon was forced up again, still alive after the returned blast it had received, though barely. It focused on Sylk instead and tried to breath a wall of frost in her direction instead. Fortunately for the spider-lady, this second attack was far less accurate, and the head of the trapped virus slumped down again after it failed. The smooth, almost impervious-seeming shine faded from the tree as the duo gathered themselves and it began to sway with a more fluid vigour instead. What next? There had to be something that would work...


-=Dark Tree=-
ВитаяСердце.КореньКрови (Twisted-Heart, the Blood Root): 600Hp [Cursed][Strengthen: 450][SteelBody: Expired][Folder-Lock][Self-Slow1][???]

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.
: 40Hp [Bound to the wall above Missing]

-=Determined Gardeners=-
Sylk.Exe: 500Hp [Cracked][HardBody][10Hp Fire StoneBody Casing][Slow][Anti-Wood Trap]
DruidMan.Exe: 470Hp [Cursed][Directly behind Twisted-Heart][HardBody]
Simurgh: EJO

-=Court of the Fountain=-
35% Cursed
  • Doubles Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Self-Damage.
[Area in the north, focused around the tree]]
15% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
[Scattered patches on the east and west sides]
15% 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.
[Scattered patches near the southern side]
20% 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.
[Thin ring around the tree, the centre of which has been replaced]
10% Missing
  • Permanent bottomless hole.
  • Doubles dodge penalties for bad RP.
  • EJO if you fall in.
[destroyed gap in the north-eastern corner]
5% Broken
  • Not bottomless.
  • Reverts to Normal after a time, if no one is inside.
  • Doubles dodge penalties for bad RP.
  • 1-4 Movements actions to climb back out depending on method.
[Patch just beside Sylk]

-=Observations=-

[???] This entity is mysterious; you don't know its full details or behaviours, nor what might be affecting it. Players will automatically learn more as the fight progresses, but can also take deliberate efforts to learn more about its strengths and weaknesses.

The tree does not appear to be negatively affected by cursed or poison terrain. It has been observed that viruses fully corrupted by the roots also enjoy this benefit.

Appears immobile, but its roots and branches reach surprisingly far.

Can't really dodge, but appears capable of raising strong defences

Thus far, attacks have not had any elemental alignment.

Strengthens itself and weakens foes.

Spreads its cursed ground and seems to respond swiftly to attempts to change it.
Druidman came crashing towards the ground, as Sim burst into embers raining down around him. Tucking and rolling into the fall, he managed to luckily remain mostly unhurt, but he was in dangerous proximity of the dark tree. Anger flushed through him, the loss of Simurgh, though reparable, was no less painful; she was innocent, after all.

"Okay, dude, give me some firepower." Druidman asked Steve tersely.

"I'm not sure that's a good idea, Druidman, I'd feel more comfortable if you backed off and regrouped with Sylk." Steve replied, trying to come up with a new tactic. This tree was proving to be a tough nut to crack.

"No way, man! I'm here, no fear, let it deal with it!" Druidman insisted. "I'll get clear after."

Though he had his doubts, Steve couldn't deny the tactical advantage of being right next to the target, so he slotted in some powerful melee range chips. "Okay Druidman, but don't linger. Remember; if you're in range, Sylk most likely can't unleash her full arsenal."

Druidman nodded and began to channel the earthen energy of the first chip into his fist. It began to glow, and debris and dust began to swirl around it, amplifying it's size by several degrees. With a slight hop forward, snapping his forearm into the direction of the tree, slightly bummed that the stone covering would mean he wouldn't have the satisfaction of feeling his fist sink into the wood.

As the pieces of broken stone fell away, Druidman held his arms down, elbows in towards his hips, puffed out his chest, and focused his anger outwards. His torso began to shudder slightly as the ground around him began to heat up, even the very air swirling around him began to shimmer, as if it were a summer horizon. With one last moment of focus, everything around him exploded into a fireball of rage.

But that was enough for Druidman. Now that he had blown some steam, he was ready to get outta dodge. As he began to run around the tree and towards his spider siren partner, he had to quickly alter his path, Sylk looked like she was firing something big at the tree, and Druidman did a quick twirl and spiral on his route to get out of her way.

Now closer to Sylk, Druidman squatted down and studied his opponent for a moment. If this next assault didn't work, they would need to seriously rethink their strategy.

Not wanting to remain idle for too long, however, Druidman pulled up his gauntlet and saw the familiar twist of leaves that could only mean that another salvo of fiery projectiles weren't far behind. He gave his arm an almost casual sweep, hoping that the extra rockets might take out anything that he had missed emerge from nearby.

"Okay, I'm not too sure about this last chip, Druidman." Steve began to explain. "It seems powerful, but I think it can whiff big time, too. Be careful."

"Got it, duder." Druidman said, channeling this new chip. He paused. "Far out, man, it DOES feel weird!" he said, holding up the palm of his hand, he looked as the space around his fingers began to fade, light itself seemed to be collapsing inward onto itself, forming a blob of, not so much darkness, but more of the lack of light. Shrugging, he threw it with all his might back at the tree he had just ran from.

Chucking slightly, Steve added. "This is the second time you've come falling out of the sky with Sylk nearby. She might think you have a problem, Druidman."

Druidman simply shrugged. The first time hadn't been all that bad, after all.



1.) GolemHit2Damage: 190 + Break + Panel Crack + Wide Attack
Accuracy: C
Description: A fist of stone falls from the sky to smash an enemy, and create a shock wave that hits two nearby enemies. The area affected by the fist becomes Cracked terrain.
Duration: Once
Element: Null
: 190 + Break + Panel Crack + Wide Attack (Acc: C) to Blood Root.
2.) Burner2Damage: 130 + Nova 2
Accuracy: B
Description: The area around the user spontaneously combusts, causing anything nearby to be scorched with fire.
Duration: Once
Element: Fire
: 130 + Nova 2 (Acc: B) to Blood Root.
3.)Dodge away/move towards Sylk.
4.)Learn/Study? Blood Root.
5.) Magnum1Damage: 120 + Break + Panel Break x 3 Targets
Accuracy: A
Description: A triple barreled gun that blasts through defenses and terrain alike. Rare
Duration: Once
Element: Fire
: 120 + Break + Panel Break x 3 Targets (Acc: A) to Blood Root/whatever else/whatever else.
6.) VortexDamage: 10 + Blast 1 + Gravity Crush 200 + Object Erasure
Accuracy: C
Description: Throws a gravity bomb that crushes weak enemies, and deals a small amount of damage to stronger enemies. Rare
Duration: Once
Element: Aqua
Special: Gravity Crush: Instantly defeats any target with HP at or below the numeric value. Undershirt will not prevent this effect from working. If the target would survive Gravity Crush damage, they instead only take the base 10 Aqua damage.
Special: Object Erasure: Instantly destroys Objects on contact.
: 10 + Blast 1 + Gravity Crush 200 + Object Erasure (Acc: C) to Blood Root.
"Are you freaking kidding me?!"

Sylk was furious as this monstrosity of a tree just shrugged off her barrage of attacks like it was nothing, completely wasting her time and effort in the process. This would not stand. Sylk's usually confidence wavered and was replaced with a strong desire to see this creature burnt down to ashes in any way possible, all to satisfy her anger.

"Adrian! We're gonna crush this affront to nature! Give me some fire power and something to keep it from protecting itself again!"

Adrian let out a soft sigh, unsurprised by her navi's reactions. It was true that not many enemies could withstand Sylk's attacks but Adrian felt like this was taking it a bit too far. Reluctantly she complied, but added a few extra chips into the request f her own accord.

"Use these first. A little extra protection couldn't hurt, and maybe you can take something interesting from an enemy this tough."

"Fine, whatever. Just hurry it up, ok?"

As the two conversed Sylk had begun to set up a clone for more distractions and reconnaissance purposes. Stepping out from her shadow the decoy moved swiftly towards the tree as it kept a close eye on it's movements and actions, trying to analyze it for the real navi.

The spider's impatience was evident as she quickly summoned a beehive into one of her open hands, ready to shield her from any incoming surprises. It wasn't as durable as her temporary scales, but it had it's own charms to its benefit. Shortly after, her adorable pet bandcoon popped out from the ground. With a squeak and a nod it assured it's master that it was ready to work, and Sylk directed her hand over to the massive tree. The bandcoon hesitated for a moment as it took in the trees figure, before resolving itself and taking off towards the target to steal something good for its master.

Sylk reserved the use of one of the following chips, keeping the MoonRay as a trump card if it looked like the tree was going to pull another trick like it had the previous turn. Between her and the clone she kept a close watch, ready to remove any protection it decided to grant itself this time around the moment it happened.

With her plan swinging into motion, all she had to do now was strike down her foe. Sylk snapped her fingers, and from among the various destroyed panels around the field, two of her newest pets were called to aide her. Making it's appearance first was her trusty new blugon, letting out a roar of intimidation as it entered the battlefield. With a deep breath it , it proceeded to launch multiple volleys of it's frozen blast attacks toward both the tree and the sickly looking excuse of a blugon that still remained. Following up this attack was the Blackmare virus, quickly teleporting towards the tree and slashing away at it's core and accompanying vines.

The combined assault of her two virus pets gave Sylk more than enough time to prepare one last strike as she gathered up a swirling torrent of water from the surrounding area, only to have it suddenly surge forth and crash into the tree full force.



Summary:


Still active:
FlameScales2Effect: 10 HP Fire Element StoneBody Casing, Slow + Mobility Down.
Accuracy: S.
Description: Armors the user in a layer of diamond-hard Salamander's scales. The scales sustain only 1 damage per hit from non-aqua/non-break attacks, but their extreme weight decreases evasion capability by 1 rank and reduces overall movement ability while worn.
Duration: Until destroyed.
Element: Fire.
Special: Status Guard: This chip blocks debuffs.
Special: Casing is instantly destroyed by Aqua and/or Break attacks.
: 10 HP Fire Element StoneBody Casing + Status, Slow + Mobility Down. (Acc: S.)
AntiWoodDamage: Trap((Negate Attack) Then (200)): Damaging Wood Element Attack
Accuracy: A
Description: Negates one Wood-element attack and counters with a stone spire.
Duration: One Attack
Element: Wood
Special: (Trap(Effect): Trigger): Trap effects are sprung when Trigger conditions are met. Traps do not trigger and cannot be triggered by other Traps. Traps are negated on contact by the Nullify effect, and do not trigger against attacks that include the Nullify effect. Traps do not trigger against Allies. Only one Trap may be set by an individual at a time, and setting a second will overwrite the first regardless of type. Traps remain in place until triggered, overwritten, or destroyed.
: Trap((Negate Attack) Then (200)): Damaging Wood Element Attack (Acc: A)

Passives:
Spider Reflexes 1 (dodge passive)
Spider Reflexes 2 (dodge passive)
Web Domain (Accuracy Enhancement)
Exoskeleton - (Passive hard body)

Active Subtype ability: Decoy
passive subtype ability: Assassin: The first attack against an enemy whose last attack wasn't against you deals 20% bonus damage. This ability can trigger again if the enemy performs another attack that does not target you.

1) RiskyHoney2Damage: (1-Hit Wood Element Shield) + (Elemental Counter(20 damage x 5 hits + Homing): On Hit)
Accuracy: A
Description: Block with Hive & Bees swarm the enemy.
Duration: Once
Element: Wood
Special: Element Defense: In addition to the defense's normal weakness, it is also weak against an Element. If struck by this element, the defense is instantly destroyed, and the user sustains double or more the elemental damage of the attack. In this case, the weakness is Fire.
Special: Elemental Counter: Counter attack is launched if the parent defense was not hit with an effect it is weak against. In this case, Fire and Break are weaknesses.
Special: Status Guard: This chip blocks debuffs.
: (1-Hit Wood Element Shield) + (Elemental Counter(20 damage x 5 hits + Homing): On Hit) (Acc: A)
2) PickpocketDamage: 0
Accuracy: B
Description: Summons a Bandcoon to steal from opponents before vanishing.
Duration: Once
Element: Null
Special: Success and quality of theft affected by RP quality and luck.
: Pickpocket (Acc: B) @ Twisted-Heart, the Blood Root
3) MoonRay2Damage: 110 + Lunar Drain
Accuracy: A
Description: Fires a ray of lunar energy at an enemy.
Duration: Once
Element: Null
Special: Lunar Drain: Removes the target's outermost defense layer, even if it wouldn't normally be removed by this attack. Nullifies any counterattacks from that defense. Still triggers other defenses' counterattacks, if applicable.
: 110 + Lunar Drain (Acc: A) @ Twisted-Heart, the Blood Root, held until it has/uses a defense
4) IceDragon2Damage: 220 + Freeze + Homing x 3 Targets
Accuracy: B
Description: Summons a Bluegon from broken or missing terrain to breathe frost on up to three enemies, solidifying them with cold. Rare
Duration: Once
Element: Aqua
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
: 220 + Freeze + Homing x 3 Targets + Require Broken/Missing (Acc: B) @ Twisted-Heart, the Blood Root, Bluegon2
5) SummonBlack2Damage: 200 + Slashing + Wide Attack
Accuracy: A
Description: Can only be activated if there is a broken or missing panel on the field. Summons one Blackmare virus to teleport up and slash an enemy. Can hit up to two additional nearby enemies.
Duration: Once
Element: Null
: 200 + Slashing + Wide Attack (Acc: A) @ Twisted-Heart, the Blood Root
6) WaterStreamDamage: 240 + Knockback
Accuracy: B
Description: Creates a torrential stream that strikes a single enemy. Rare
Duration: Once
Element: Aqua
: 240 + Knockback (Acc: B) @ Twisted-Heart, the Blood Root
Deep in the frigid gloom, lit only by the oppressive pulse of the tree's sickly purple glow, both DuridMan and Sylk had some frustrations to vent at being stymied by the ominous entity before them. Piece by piece its dark, rough bark crept back over the tree's trunk, while waves of nauseating energy rolled off it, sapping away at each of their strength every moment they remained in the fight with it. Sylk added a shield to her defences and called on her most favoured ally to try to nab something useful, while DruidMan pushed through the dizzying weakness to strike with a heavy-duty crushing fist against their enemy.

The blow landed, though with less force and strength than he would have hoped; his own weakened state aside, far from being hindered by the corrupted, cursed ground beneath it, the dark tree seemed more resilient for it; his fist shredded through its bark layer with ease, but the impact only sent a shudder and a handful of cracks and splinters through its core wood. As the ground cracked beneath the tree, its roots writhed and twisted, before a wash of pale purple spread outwards from beneath the entity, refortifying the ground around it for a broad distance with more of its curse. Sylk's bandcoon, meanwhile, sought an opening to swipe some kind of data, but without wanting to get too close to the vampiric monstrosity, it leapt up and snagged one of the broken branches that came free under DruidMan's first assault, before racing back to Sylk and presenting her with a sizeable black, twisted twig. She could analyse exactly what it was later.

The wave of sickening weakness washed over Sylk as well, just as she receive this small prize, and a moment of staggering threw off her attempts to dodge as the withered Bluegon lurched its head in her direction and launched another pained blast of ice towards her, while more black roots held and guided its body. Some of them were out through its eyes now and what remained of the virus roared weakly after the blase. For Sylk, though she couldn't avoid it, her shield met the attack before it could do her scales a mischief, and a swarm of irate bees emerged in protest, crossing the space to sting and harass what they could of the tortured virus. With a last protesting sigh it fell still, and the roots restraining it squeezed harder, draining and crumpling its body into a mangled husk. Across the courtyard, something else twitched, as a mass of roots revealed the movement of something that might have once been a Shrimpy of some sort, and not too far from it, a walrus virus, equally pierced and covered in roots, and both looking variously crushed and emaciated. The roots covering and penetrating them started to manipulate their bodies roughly.

DruidMan was prepared to show his target some real cleansing fire up close, but just as he burst into flames, Twised-Heart pulsed with a deeper, darker shadow and its form seemed to waver, blending with the gloom more thoroughly. DuidMan found his attack connecting with nothing at all, as his assault blew right through the shadow of the tree, but Sylk had been trying to wait for just such a trick; when it phased out, she struck. Her moonray caused a pale, yet still brilliant beam of light, compared to the surrounding shadows, and though it, too lanced through the dark image of the tree, its glow seared away the wispy trails of darkness, and when it passed, the simple black wood of the tree's original form was left behind, unprotected. It writhed and swayed, branches lashing angrily, before beginning to flail and thrash all about itself, hammering the ground around DruidMan in particular with vicious smashes, any one of which might surely have dealt him severe harm, if the now-calmer navi hadn't dodged and moved, crossing back towards Sylk with a quick duck and weave that kept him away from the crushing strikes.

The sense of presence pulsed again, and the pair of navis felt further threads of cloying weakness assault each of their bodies and minds, while the two freshly awakened viruses tried to pin them down. The walrus virus released a pair of tusk attacks, heralded by a wracked bellow; it seemed to be mostly aiming for Sylk's clone, however, with one tusk striking the decoy, while the other pierced into the ground a short way from DruidMan as he took position by his ally. The shrimp virus seemed to get squeezed roughly, before a bubble blast fired out at them; DruidMan caught the brunt of this one, though as it scattered and spread, Sylk also had to weather the splashing fall-off, and her heavy scales hissed, their heat quenched. The corrupted ground beneath them seemed to pulsed as they took damage, amplifying it in a draining way, but fortunately for both of them, their natural defences reduced the damage from the new additions substantially, negating the effect, more or less.

While Sylk began to summon more of her allies to tear into the exposed wood of their foe, DruidMan remained still, carefully taking some time to observe their opponent and hopefully gain some more insight into its behaviour. One thing was for certain, now that he looked closely; as much as it could alternate two very different forms of defence, it couldn't do so instantly or indefinitely; it looked like they had successfully created a window to attack it with impunity now, and with luck it might last a little while, after Sylk stripped off its shadow early. The other thing he was able to learn was that the cursed ground wasn't just failing to affect it badly; it was indeed helping the tree's resilience. It seemed to act for it almost in the way that holy terrain would for a normal, healthy creature. It might be possible that such radiant terrain, in turn, would be hazardous for such a dark and twisted entity. The difficulty was that it seemed very determined to spread its curse, and to keep itself supported by it. Thus far, most attempts they'd made to alter the terrain had been met with a swift, almost reactive change back again, though there had to be a limit on how rapidly it could re-establish its preferred ground.

DruidMan's musing were cut short by a sudden forward explosion of reaching branches. In the middle of the smaller flails, however, a more sinister attack struck. DruidMan felt himself driven harshly back to the ground on his back, as a thick, sharp spike of black wood drove itself into his shoulder; he felt corruption flowing from it, locking up his body badly while it pinned him to the ground.

Sylk seized on the opportunity while the tree was focused on her ally; each of her summons came on in turn, the first blasting the tree, as well as the two recently activated viruses with blasts that froze the lesser, withered creatures solid and scored a substantial blow against their main target. It was followed by her darker summon, which sliced into the thick trunk of the tree and left a deep, torn-open rent across it. The jagged edges leaked a dark, reddish-purple sap, with scatterings of data trails breaking away at the edges. The tree itself reared back and more upright, in a manner of speaking, while many of its spindly, black branches raked at the air above in something that might have been a gesture of pain.

At that moment, DruidMan felt a dark pulse, and suddenly the feeling of corruption spreading through him reversed and became an excruciating sensation of draining and suction. The wooden spike pinning him down didn't move, but he could feel his essence being drained by the tree, and the images of some of the other captured viruses he'd seen would probably be forefront in his mind, at least for a moment. A sickly purple toxin began to leech into the ground from the point where the wooden spike had dug in, and in moment both DruidMan and Sylk were surrounded by a broad expanse of thick, sticky poisonous fluid that wafted corrosive, cloying vapours into the air around them. They both fought back, aiming to end the fight before it went any further; DruidMan managed to raise his arm and release a round of fiery projectiles, but weakened as he was the only rocket that reached the tree itself seemed to sputter out and bump harmlessly off its wood without detonating; he'd hit the tree alright, ut his efforts had just had no strength behind them by the time it got there.

Sylk fared better; not quite as badly wakened as DruidMan, her final attack struck home against the bole of the tree and blasted it with another wood-splintering strike. It swayed, twisting and writhing more slowly now; they had done it some serious damage this time, and it couldn't be too far from beaten. A last attack that didn't require any real strength on his part, saw DruidMan hurl an unusual blob of void-like energy. It reached the distance and lodged into the gaping tear across its trunk, where a sucking sound announced its detonation. The tree shuddered and convulsed briefly, parts of it seeming to draw in as something that might have been a wood shriek ripped free of it, but after a few moments the vortex faded again and the tree sagged, enduring the attempt. It seemed they were close, but not quite close enough.

-=Dark Tree=-
ВитаяСердце.КореньКрови (Twisted-Heart, the Blood Root): 295Hp [Cursed][Strengthen: 210][Folder-Lock][Self-Slow2][???]

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

-=Determined Gardeners=-
Sylk.Exe: 445Hp [Poison][HardBody][Fire Casing Quenched!][Anti-Wood Trap][In Front of Twisted-Heart]
DruidMan.Exe: 375Hp [Poiosn][HardBody][In Front of Twisted-Heart][Hold!][Freeze!]
Simurgh: EJO

-=Court of the Fountain=-
30% Cursed
  • Doubles Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Self-Damage.
[Area in the north, focused around the tree]
35% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
[Majority of the mid-section]
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.
[Scattered patches near the southern side]
15% 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.
[Thin crescent around the back of the tree]
10% Missing
  • Permanent bottomless hole.
  • Doubles dodge penalties for bad RP.
  • EJO if you fall in.
[destroyed gap in the north-eastern corner]

-=Observations=-

[???] This entity is mysterious; you don't know its full details or behaviours, nor what might be affecting it. Players will automatically learn more as the fight progresses, but can also take deliberate efforts to learn more about its strengths and weaknesses.

The tree does not appear to be negatively affected by cursed or poison terrain. It has been observed that viruses fully corrupted by the roots also enjoy this benefit.

Cannot move, but can reach the full courtyard and a decent distance above itself.

Utilises both SteelBody and Shadow defences alternately, and consistently refreshes its casing-like bark

Does not utilise any element itself, but seems to have a variety of restrained and infested viruses that it can call to a semblance of life, around the courtyard.

Strengthens itself and weakens foes.

Utilises draining attacks to restore its own health.

Upon dealing damage, it appears that Cursed Ground seems to act like Holy terrain for it, reducing its damage taken. It regularly spreads this curse around, and tries to keep the ground beneath it cursed as much as possible.

Can also spread poisoned ground under its enemies.
"Nnurrghhh..." Druidman lay prone on the ground, reeling and wincing from the latest bout of sickly miasma. His eyes drifted over to his shoulder, still with the branch protruding from it. Strangely, a smile broke across his face and a low chuckle began to escape him.

"Uh, Druidman, are you alright?" Steve said worriedly "Have you been knocked even sillier than usual?"

"No way, dude. I've got this, man." Druidman said "Watch!" and, with a strained groan, reached up and wrapped his hand around the branch and began to chant serenely, his body began to loosen and relax as a wave of calm warmth washed over him, and his eyes started to glow in a pale pink hue. "Time for a switchback, dude." Druidman said as small roots began to flow outwards from his hand and around the branch, "SANCTIFIED RECOVERY FORCE!!" and began to reverse the draining forces in the branch, pulling strength back into Druidman.

Breathing heavily, Druidman prepared himself, and, with a grit of teeth and a mighty heave, wrenched the branch free "DUDE." he sputtered as he got himself up off the ground and dusted himself off. He began to chant again, and as he did so, he stomped on the end of the branch, breaking off a portion of it, and, eyes cooling to a shade of palest blue, charged the newfound 'club' with chilling, icy mist. "SHIVERING FROST FORCE!!!" he screamed as he hurled the icy branch back at corrupt central mass, blasting an arctic coating all over.

"I've think I've got it, Sylk-lady" Druidman panted. "Let's keep changing the ground, keep it preoccupied with corrupting the terrain, rather than corrupting US. Watch!" he said as he began to chant once more, allowing his eyes to shift back to their original green as the graceful words escaped his lips, "RAMPANT GROWTH FORCE!" he barked, and a new wave of fresh greenery swept outwards from him, determined to replace the rapidly decaying surrounding no matter the cost.

Druidman now began to run clear of the battle, knowing full well by now how destructive his partner was, and not wanting to be caught in the cross fire again, he positioned himself behind and to the side of Sylk, so that she could fire on the gnarled black mass with impunity.

"Don't let it react! PULSING FLOOD FORCE!!!" he shouted, chanting only the absolute bare minimum as he stomped his foot onto the ground, causing a wellspring to form, sweeping a new torrential tide of water forwards, clearing away the loose debris and branches of the battle with it, and carving a new stream into the ground behind it. "Suck on that, blood-dude." he defiantly bellowed.



*.)Resolute Steel Force: Passive HardBody
1.)Sanctified Recovery Force: 60WoodDrain to Twisted-Heart, Status Cure to DruidMan.(Freeze)
2.)Break branch thingy. (Break Hold)
3.)Shivering Frost Force: 45Wood + 45Aqua + Freeze to Twisted-Heart. Small Ice Terrain Change
4.)Rampant Growth Force: Medium Grass Terrain Change
5.)Move away from Twisted-Heart.
6.)Pulsing Flood Force: (10Aqua + 5Wood)x6, Medium Sea Terrain Change (Line configuration, intersecting Twisted-Heart)