Spider & Dragon

She was a little puzzled at the story book comment, but that wasn't important right now. What was important, was the it seemed Druidman was on board with her plan.

" Excellent! Well, we have a couple ways we could do this. I could try to lower us down with webs, though that might be tiring. We could also try knocking this wall over and ride it down. That might end painfully." She frowned at the thought of potentially getting crushed. " We could also try climbing but who knows if theres a surface for that stable enough."

It seemed like the web was the best choice, even if the wall ride sounded kind of fun.
"Hrm. I'm not sure how mobile this wall will be now that I've rooted a meadow on top of it, man." Druidman mused, frowning slightly. Then, he snapped his fingers. "Got it! I'll grow some vines out of the edge of the chasm, and that way we can climb down, and use your web for stability or if the ledge gives way." He slid down the side of the battlement and placed his hands on the ground along the edge of the ravine and started to channel nature magic into the ground, allowing a thick vegetative curtain to cascade downwards into the darkness.

"Coming, dude?" he added as he began to lower his body over the edge of the (very scary!) chasm.

((Battle 3? Whatever is down there?))
"Hmm, good point. Tough time digging this thing out of the ground now I guess." She agreed, having not really thought the details through initially. With one idea scrapped it didn't leave many others. " I suppose that works, sure."

Sylk followed behind as Druid approached the dark depths laid out before them, peering down into the abyss. As he began to work on the vines, Sylk went to work as well, weaving and interlacing her threads into useable fashion. They worked their way between the vines further and further down into the chasm, helping create a stronger tensile strength by adding some much needed extra support.

"Yeah, yeah. Be there in a moment, dude." She teased, as she proceeded to head down herself, shortly after preperations had finished.

((ready for whatever may happen!!))
((+2 FXP))

The pit certainly seemed curious, and both the spider and the druid were drawn to wonder about its origins, and the odd situation they'd happened upon, deep in the hostile wilds of Sharo. Despite some misgivings from at least one operator, the pair made some plans for safe traversal, and with a combination of vines and webbing, the pair managed to gingerly descent the crumbing edge of the chasm.

It was hard to find purchase at first; the crumbling edges of the pit slipped and shifted and more chunks fell away, but between them they were able to create enough solid holds to gradually make their way down. The biting winds of frozen Sharo let up almost immediately, though the bitter cold remained. They'd only gone a few feet below the edge when the light began to rapidly fade to blackness, though before either of them could worry that this might be a bad idea, sounds from below gave at least a small reassurance that they weren't simply dropping into an early jack-out.

The sounds, of course, were not particularly pleasant; viral chittering, scuffles far away, and a dull throb that seemed to resound faintly far below. The dark grew all-consuming, but as they went further, it was replaced by a faint, sickly purple light. It was hard to tell where it was coming from, other than below, but it was another confirmation that something more was down here.

After a ways, the broken, receding cliff wall curved inwards more sharply, falling away and leaving the pair to descend in a free drop, supported only by their own affixed vines and webbing; they seemed to be holding, at least, though there was no real telling how far the void went down; it felt like it was completely enveloping the pair, almost stifling in its completeness, save to the pale glow far below, and the occasional sounds of something, or something, moving in the blackness.

Another thirty seconds of descent passed, and then the pair began to make out something below them. Ruins, possibly. Ancient stone structures that looked a lot like the battlement edge they'd been on, far above. As they dropped further, more came into sight; a vast cavernous space that was filled with the broken remains of some kind of fortress, watch spires broken off and walls rent, vaguely Gothic arches cracked as they passed over paved stones long since given over to uneven displacement. Debris littered the ground, and in most places it looked like soil and rock, rather than proper flooring. The faint glow came from further off, far away in one direction, and though the source of it was impossible to determine, it was also the source of the throbbing pulse that they could each feel, more than hear, passing through the blackness every dozen seconds or so.

Things moved in the dark. Shapes, skittering between the broken masonry, furtive and quick. Some shapes were larger, and snaked through the ruins with more confidence. Towards the source of the light, the pair could faintly make out what looked like thick roots and vines crawling over and reclaiming the stone, though this far away they could only see patches of such vegetation, and not very clearly at that.

As it was, they touched down, at last, in a broad, open courtyard, rocky ground underfoot, and the sight of the glow and the vines creeping out from it was blocked from their view by the expansive ruin. There were more pressing things to greet them as they found their feet. Hard as it was to see in the dim courtyard, lit only by the faint, distant glow and beset by a frigid cold that seemed to pierce any warmth in the stillness, what they cold see, very clearly, was a massive shape, somewhat like a bear, lumbering towards the courtyard they'd arrived in, through one of the forward archways. It had white fur, but even the parts of its skin that they could see underneath were pallid and anaemic. Its eyes were larger than they should have been in its head, and both were completely white as well.

A low growl rose in the creature's throat and as it breached into the open space it rose up on its hind legs, to a height easily over eighteen feet high, and let out a bellow that felt like it shook the cavern, and was positively deafening this close. Both navigators felt themselves flinch involuntarily from the sound.

A second, more familiar roar answered back a moment later — this one sounded quite tame by comparison, but the agitation of the Bluegon that had risen from a break in the ground behind them was no less apparent. If either of them turned to look, however, they'd find that this virus, too, had been mostly bleached of its colouration, faded to a sickly pale whitish tone. Its eyes looked blind as well.

More shapes moved in the dark; smaller shapes, slimy shapes, squelching along the broken sections of walls at various points around the edges of the courtyard, while two ancient and dilapidated turret fixtures shook to life, shedding ice as they cranked their jaws open and closed a few times, waking up.

With only a few extra moments to take stock of the space, Sylk and DruidMan could gather that the courtyard they were in was large and roughly square in shape. The walls that encircled it were broken down in several places, creating more an impression of a closed in space, than any kind of actual barrier. Slime viruses moved slowly at the edges of the walls, and a darker purple shape peeked out from behind one piece of masonry, chuckling to itself. The ground itself was badly damaged. Both inside the wall and beyond it, many patches of black void fell away. The Bluegon had emerged from one of these pits, but more existed — in the north-west corner, a triangular patch, and a moderately sized circle just to their east as well. Several smaller, individual holes also existed just around the edges of the walls, most prominently in the places where the walls themselves had fallen.

A low, raspy sigh of breath seethed across the soon-to-be battlefield just as the duo thought they had everything noted. from the holes in the field, more black shapes lifted up, dark shadows with black blades and each with a singular baleful eye fixed on the new arrivals as they moaned in unhappy unison. The giant bear began to lumber forward again, towards them.

-=Sunless Citizens=-
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
A: 150Hp [North-West][Normal]
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
B: 150Hp [South-East][Snow]
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
C: 150Hp [Central-West][Ice]
Kodiak V3Kodiak V3 (Kodiak)

Kodiaks are a combination of the ColdBear, Teddy, and Pengi viruses. These viruses appear to be dire polar bears with anger management issues, muderous claws, and the beastly strength to hurl ice cubes or whatever else comes to hand like it was fired from a cannon. Kodiaks are massive, easily 6 meters tall when standing up on their hind legs. Their roar is enough to stun a Navigator in cold fear.

Area: All

HP: 630
Element: Aqua

Primary Attack Damage/Effect: 90 Damage + Impact + ???
Primary Attack Accuracy: B
Primary Attack Description: Hurls either an IceCube or a nearby whatever at the target. Elemental damage and effects may vary. If hurling an IceCube, and the attack misses, the IceCube remains on the field.

Secondary Attack Damage/Effect: 90 Aqua + Slashing + Knockback
Secondary Attack Accuracy: B
Secondary Attack Description: Rakes enemy with RageClaw or strikes at a distance with IceSlashers.

Tertiary Attack Damage/Effect: Mass Navigator/SP Stun
Tertiary Attack Accuracy: S
Tertiary Attack Description: CyberRoar.

Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: GlacialBody: Gains IronBody while on Ice or Snow terrain.
Special: Indomitable: A fatal blow will leave this virus at 1 HP one time only. This virus will not flinch or shy away no matter how hard you hit it.

Possible Rewards (Per Virus): RageClaw2, IceSlasher2, IceWave2, FreezeCube, CyberRoar, Zenny
: 630Hp [Directly in front][Snow][IronBody][Meta-Virus]
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
A: 180Hp [North-West][Missing]
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
B: 180Hp [Central-East][Missing]
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
C: 180Hp [South (Behind Bluegon)][Missing]
ColdHead2ColdHead2 (ColdHead)

ColdHeads alternate actions between attacking and guarding. These are the only actions ColdHeads may perform, and the first action of every battle is always guarding. ColdHeads will not break from this pattern unless forced to by status effects. ColdHeads cannot be lifted or thrown, even with Rageclaw.

Area: SciLab, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 90 Aqua + Break + Small Ice Terrain Change
Attack Accuracy: C
Attack Description: Fires Cannonball. Breaking. Creates Ice Terrain.
Element: Aqua
Possible Rewards (Per Virus): IceBall2, Zenny
Special: Immobile.
- Iron Body when not attacking.
A: 120Hp [On top of northern wall (East Side)][Normal][About to defend]
ColdHead2ColdHead2 (ColdHead)

ColdHeads alternate actions between attacking and guarding. These are the only actions ColdHeads may perform, and the first action of every battle is always guarding. ColdHeads will not break from this pattern unless forced to by status effects. ColdHeads cannot be lifted or thrown, even with Rageclaw.

Area: SciLab, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 90 Aqua + Break + Small Ice Terrain Change
Attack Accuracy: C
Attack Description: Fires Cannonball. Breaking. Creates Ice Terrain.
Element: Aqua
Possible Rewards (Per Virus): IceBall2, Zenny
Special: Immobile.
- Iron Body when not attacking.
B: 120Hp [On top of northern wall (West Side)][Normal][About to defend]
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.
: 160Hp [South-East][Normal][Covered behind wall Section C]
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.
: 290Hp [South][Missing]

-=Darkness Delvers=-
Sylk.Exe: 200Hp [Normal]
DruidMan.Exe: 440Hp [Normal]

-=Fallen Fortress=-
50% Normal [Most of the ground, standing on top of a wall section also counts as Normal]
15% Ice [Small frozen patches, mostly on the western side of the area]
10% Snow [Scattered piles, mostly north and central]
25% Missing [Several sections of destroyed ground. Three larger holes, to the south, the north-west corner, and just to Sylk and DruidMan's right (east), as well as a few individual holes around the outskirts of the area]

-=Broken Buildings=-
Wall Section A: 100Hp [StoneBody][Corner section, to the north-west]
Wall Section B: 100Hp [StoneBody][Straight section, to the south-west]
Wall Section C: 100Hp [StoneBody][Corner section, to the south-east]
Wall Section D: 100Hp [StoneBody][Straight section, on the east side]
Wall Section E: 100Hp [StoneBody][Corner section, to the north-east, has part of a cracked central archway]
Wall Section F: 100Hp [StoneBody][Straight section, to the north-west, has the other half of the cracked central archway]

-=Battle 3, Start!=-


"Whoa, uncool, man!" Druidman called as the sickly virus horde began to crawl out of the woodwork, so to speak. "And we got a big daddy, here, too." he frowned.

"Druidman, I don't like the look of that one, it reminds me of something I can't put my finger on..." Steve began, as he pulled out some of his more powerful chips. "I think that should be the priority, here. If you let it run wild, things could get ugly quick."

"Guess I'll have to be the one who runs wild, then, dude!" Druidman replied seriously. "Sylk, I'm gonna take this fatty down. Can you cover me?" he said as he began to stride towards the massive virus. He slowly accelerated as he approached, and channeled the first chip Steve sent him as he did so, sweeping his hands downwards and, in a scooping motion, pulling them upwards, causing two massive chunks of rock, connected through the center, upwards to the surface, and, with a push of his arms outwards, sending them rolling towards the polar beast. "What's shakin', bear-dude?" Druidman called, as he suddenly skidded to a halt.

Druidman began to chant in a rough-sounding language, causing the spirit of the earth to flow into him. His eyes began to dim into a brownish hue, then, with a great shout of "CRUSHING EARTH FORCE!!!" He hefted a third boulder from the ground, interspersed with jagged looking chunks of roots and bric-i-brac, and, swinging his arm around his hip, sent it spiraling towards the great white virus.

Druidman took a few steps back, and then charged full force towards the big ole bear. Leaping up into the air, he sent the second wave of chip data into his fist, which caused even more stone and fallen brick to gather around his forearm, this time in shape of a massive fist. Punching it forwards, Druidman fell back to earth with a mighty crash, shattering the stone hand, showering the nearby area with pebbles and stone.

Druidman began to chant again, this time with a much more serene timbre. As he was most familiar with the spirits of wood, the chant was quite brief, but still ended with a shout of "RAMPANT GROWTH FORCE!!!" With a tap of his foot, the a lush meadow blossomed outwards around him, spiraling out where it could.

As he began to channel the next chip through him, Druidman raised his gauntlet, and felt the power surge into the rapidly transforming leaves, turning a brilliant shade of crimson and curling into the familiar heavy artillery that would rain destruction down on the viruses unfortunate enough to cross their trajectory. Druidman began to slowly step backwards as he aimed his arm outwards, and armed his aim projectiles, launching them outwards with a screaming sound, with two of the shots spiraling outwards and upwards to the nearby wall.

Druidman channeled the final chip from Steve into himself, feeling a slightly cool sensation that he associated with relief flood through his arms and legs, and into his chest, leaving a strange feeling that one would associate with taking a deep breath on a cold winter's night, which, admittedly, was not too far from where he was now.



*.)Resolute Steel Force: Passive Hardbody.
1.) Shake1Damage: 90 + Wide Attack + Break
Accuracy: C
Description: Throws a dumbbell that slides through enemy lines for two turns. Can hit up to three enemies twice, second time having a 50% chance of hitting.
Duration: Two turns
Element: Null
Trader Rank: D
: 90 + Wide Attack + Break (Acc: C) to Kodiak3.
2.)Crushing Earth Force to Kodiak3. (40Null+Break, 30Wood)
3.) 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
Trader Rank: C
: 190 + Break + Panel Crack + Wide Attack (Acc: C) to Kodiak3.
4.)Rampant Growth Force: Medium Grass Terrain Change.
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
Trader Rank: C
: 120 + Break + Panel Break x 3 Targets (Acc: A) to Kodiak3/Coldhead2A/Coldhead2B.
6.) Recover30Recovery: 30 HP
Accuracy: S
Description: Heals 30 HP.
Duration: Once
Element: Null
Trader Rank: D
: Recover 30 HP (Acc: S) to self.
The climb down was a nerve wracking time to say the least for sylk, as they ventured further into darkness seemingly with no end at first. It was a welcome favor when the freezing winds had finally stopped for she had begun to worry that her trembling hands would let go if the shivers had gotten any worse. It had occurred to her that she had never bothered to dress properly for this excursion. Still, though the windchill died down the fact of the matter was it was still cold.Now it was just a cold she could potentially survive.

Sylk had suffered a scare or two at the crumbling of the walls around her as they pressed on, though she tried to rely on her confidence in the webs she produced. For the moment it was all she really could count on if she didn't want to fall to her doom. It was impossible to tell just how far down this led, but the lack of light was telling that the trip was far from over.

"How you holding up down there?" Adrian was concerned for her Navi's well-being, considering the screen had gone dark and the near dead silence was killing her.

" Well you know, just being crushed by the bleak feeling of infinite blackness, trying not to fall to my death, with no clue how much farther we have to go. All in all just peachy." The sarcasm practically dripping from her lips as Sylk responded. it wasn't much longer after that Sylk could no longer feeling the support of the wall and the web began to move the more she did. Still without a proper light the experience was unnerving.

The sounds of creatures moving, the long decent, the notion in the back of her mind she had sworn something just moved near by had all begun to get to much until- Could it be? Light! or at least enough to see that her suspicions were right. Below lay the ruins of what had been above. Now scattered, broken and worn down it lay basking in the sickly glow of a faint light. Seemingly hiding many a virus among it's debris.

As they touched down Sylk couldn't be happier to feel something solid beneath her feet. Unfortunately her elation would have to wait, as they weren't the only ones down here. It became evident quickly that new enemies lurked amongst the ruins.

As Druid spotted the biggest most fearsome target, Sylk nodded in agreement deciding to trust him in handling the bear. "If you got big, dumb and ugly, I guess I'll take out the small fry then." She responded with a satisfied smile.

With that decided Sylk wasted little time in calling on her body double to take point and get a view of the situation. SylkB made a quick dash across the field and leapt into the air in the flashiest way she could, looking to get an airial view of the situation right between the menacing turrets. If she were lucky they would take notice and accidentally fire at each other as she place herself right between the two. For added measure Sylk had already begun to spread her webs all across the battlefield to give her that little extra bit of knowledge.

A twitch on her web put her on alert as her eyes hungrily snapped over to the Slimers sneaking around the place, looking for a fight. Sylk decided she wouldn't give them the chance after one tried to break her arm the day before. She had already made those ones pay but the spider was known to hold a bit of a grudge. With a sharp whistle Sylk called forth her menacing pet dragon from one of the many missing panels, rising up with a bellowing roar as it's presence became known. it huffed briefly, a small blast of cold rose up from it's nostrils, before it launched a frosty attack from it's mouth that homed in on the poor viruses.

As Sylk left that matter to her new pet, she spun around and pointed a finger towards the void that thought he was being clever. It wasn't very bright trying to hide behind a wall while chuckling, the silly creature giving itself away almost instantly to her senses. of course should would have found him eventually anyways, it had just been a matter of time. At the tip her her finger, a thread was connected traveling outward toward the wall. it was a steel guiding wire of sorts, and as the hand began to light up, it was put to use. A penetrating streak of lightning shot forth from her digit into the stone wall, working to pierce right through and strike her target hiding behind.

Sylk had felt a little guilty letting Druid handle the toughest fighter, and after cleaning up some of the riff raff, she decided to lend a helping hand. A handful of leaves generated in her palms and she tossed them toward druids position. They began to flutter and spread out, before circling around Sylk's partner and covering him in a transparent green barrier for his protection. Deciding to make use of Druid's new terrain creation, she decided to buff up her own defenses as well calling up her own aura of protection.

Feeling a tad safer, she felt that maybe this fight it was time to be a little... greedy. Another whistle cut through the surrounding area as at her feet her most loyal companion chirped it's way into existence, sitting up on it's hind legs and giving a tiny salute. Sylk gave the tiny Bandcoon a pat on the head, before pointing her way towards the Bluegon deep to the south of the area. Feeling confident after it's last run in with the menacing foe he felt confident welling up in his tiny fuzzy chest. It nodded, before scampering across the field towards his target. It ran back and forth among the rocks, walls and other reminants left over from a long forgotten place as it tried to keep the beasts gaze off of himself. Sneak, dash, leap. Sneak, Dash, Leap. The bandcoon covered the distance as quickly as it could, and waited. Biding it's time. Either it would be distracted by the navi's or being trying to discover the poor coons location. In that moment of distraction, the cute and fluffy creature struck! Darting forward and snatching anything it could from the Dragon hoping to provide for his master.


summary:

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

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)

Clone: Climb up onto northern wall between turrets, act as decoy/lookout
1) 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.
Trader Rank: B
@ SlimerA,B,C
2) [Chip=DollThunder2,f] @ Void
3) LeafShieldProtection: Next non-fire attack, heal for half damage
Accuracy: S
Description: Leafy barrier deflects next attack and heals, destroyed by fire.
Duration: Until destroyed or hit.
Element: Wood
Special: Status Guard: This chip blocks debuffs.
Trader Rank: C
@ Druidman
4) Scuttlest Barrier - (200 hp Planar Barrier - 5 TCD) (after terrain change to grass)
5) 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
: Pickpocket (Acc: B) @ Bluegon2
6) AntiAquaDamage: Trap((Negate Attack) Then (200)): Damaging Aqua Element Attack
Accuracy: A
Description: Negates one Aqua-element attack and counters with a geyser.
Duration: One Attack
Element: Aqua
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.
Trader Rank: B
: Trap((Negate Attack) Then (200)): Damaging Aqua Element Attack (Acc: A)


Surrounding by hostile shapes in the dimly lit gloom, Sylk and DruidMan quickly allocated a share of the fighting, their jobs well and truly cut out for them. Even as they brought up their most standard defences and divided their plans, the soft chuckle from behind one wall segment was followed by groaning draw of wind as two light-voided vortices opened up uncomfortably close to each of them, seemingly from nowhere. Each was a little behind and to the side of either combatant, and they swirled, tugging at the pair and drinking in what little light there was.

up on the wall segments to the north, the two turret viruses clanked shut as Sylk's clone rushed the centre, breezing past the massive blind-seeming bear. the massive beast didn't seem to register the decoy's existence at all, and was more focused on DruidMan, in front of it. As the land-sensitive navi began engaging with the large meta-virus, it broke into a lumbering run for the last few paces and DruidMan's first ball of heavy-hitting earth and rock missed it even as the massive bear slashed down at him with intimidatingly large claws that cut in and leached a freezing cold sensation into his body. The creature rumbled low in its throat, rising to louder roars with each major motion it took, but behind them, the Dragon virus sought to capitalise on the distraction and blew a cone of ice and frost at the pair while they remained together. Sylk was quick to dodge out of the way, but DruidMan took the brunt of it, frigid across his back.

The presence of the slime viruses about the edges of the battlefield were hampering their mobility, and Sylk had an answer, summoning and releasing a dragon of her own to seek them out. The attacks chased and curled around the edges of the ruined stonework, quickly eliminating two of the three, though the third seemed to slide away from the frosty attack at the last moment.

Without letting up the progressive assault, two of the shadowy shapes, still groaning with heavy torment, warped from their positions to DruidMan's side and back, each lasing out with sharp blades wrought of shadow. He managed to avoid one, though the second scored across his back painfully. The Kodiak was still Druidman's bigger concern, however, and for each of the blows he'd taken so far, none of them were too bad, in reality. He focused, then released his crushing earth force with a pummelling impact that should surely have knocked any other virus on its behind. The Kodiack didn't even flinch as the stone and earth shattered across it. It did seem as though DruidMan more firmly had its attention by now... Though large as it was, it had to be somewhat intimidating trying to go toe to toe with the virus directly like he was.

Sylk had zeroed in on the hidden void, taking shelter behind one of the wall sections and biding its time, but as she prepared an attack that would ignore its attempts at cover, the third black nightmare shape appeared just behind her and slashed its blade viciously. At the last moment, Sylk was forced to dodge, but even then, she couldn't manage to get away from the blade; the remaining slime was still making her slower than she wanted. She made her attack a moment later, the electric bolt piercing through the stone edifice and through to the other side, but the distraction had been her undoing; the Void warped away, disappearing just before the bolt reached it.

It appeared, a purple sludgy shape in the dim purple light, right alongside DruidMan, just beside the massive Kodiak. The druid navi had a moment to register its appearance, before one small hand extended and he felt himself flung backwards with another wave of force that chilled him further. He was tossed back into the swirling, sucking vortex that had been formed on his other side, and for a moment felt its terrible crushing force attempting to destroy him. DruidMan had more vigour than that, however, and he held together in the vortex firmly enough to shrug it off and break free of the rending suction.

He wasn't finished with the over-sized bear, of course, and as he recovered from this forced throw, DruidMan answered by springing back at full power, launching himself up and forward to bring a heavy earthen fist slamming down across the bears head and shoulders. It was a shuddering blow that would have driven almost anything into the ground, but as the fist shattered on the massive creature, what might have been a flinch away turned out to just be the bear, still growling and enraged, reaching back to sink both of its claws into the stone structure of the northern archway. Just as DruidMan landed from his impressive strike, he cold see the bears thick muscles flex and the entire north-east section of the wall lifted from its foundation, then swung around far, far too fast, to belt DruidMan in the face and chest, shattering with a crack and sending stone debris across the field. Somewhere in the exchange, one of the closed up ColdHeads had fallen from its now-destroyed perch and was on its side on the ground

DruidMan was giving as good as he was getting with the massive meta-virus, but he was taking a beating as the centre of everyone's attention. Sylk helped him out with a quick leaf-shield, while the Bluegon, behind, turned its attention to Sylk's other body, choosing to blast it with a high-powered water pulse that shot forward and pierced through it, dispelling the clone; on the bright side, the shot had been wasted, and it had looked potent.

Shaking off the feeling of taking an entire wall section to the face, DruidMan opted to make some more friendly terrain for himself, a touch of green life spreading out in this otherwise desolately cold location. There was something abut the grass that was a bit... sickly, though. It was more alive than most things here, but traces of thick woody roots poked up from it as well, shedding that same pale purple glow, and on the whole there was something unsettling about them. The Kodiak shrugged its shoulders as the ground changed, some of the frost and ice shedding from its fur.

Sylk raised her barrier as the grass spread outwards, and just in time as well, as the two ColdHead viruses popped open and began charging shots. The one on the wall aimed at Sylk,and scored a hit despite her efforts to avoid any more contact; luckily her barrier was more than potent enough to handle it. The one that had fallen onto its side tried to shoot at DruidMan, but missed by a wide margin.

It was at this point that the black shadows moved again, though this time two of them warped to different corners of the field and created more dark voids in the land. The sense of being drained by the darkness was more tangible in these, and Sylk and DruidMan both felt the effects eating away at them, despite their other defences. It was like the patches of void on the land were devouring their essence directly. Though, slight twitches from the Bluegon and some of the other viruses seemed to indicate that everyone was feeling it, not just the navigators.

With the somewhat unsettling grass under his feet, DruidMan switched to his more clonflagrationary tactics, hammering out a triple blast that shattered both ColdHead viruses, and also bored hard into the Kodiak's chest. Licks of flame from the grass below helped, but even though the blow should rightly have deleted the behemoth at last, the bear lurched down to bring its face closer to DruidMan's, staring at him with its large, light-blind eyes briefly, then rose up again, claws going wide as it released a hideous bellow of rage and defiance, uncowed to the last. The piercing roar shuddered through both navis, shaking them more deeply than either expected; the virus was still standing.

In the distraction, the Void warped again, this time to a point behind one of the southern wall sections. It pushed, and the entire chunk of wall shuddered forward and toppled, almost crushing Sylk underneath it. She took a nasty blow against her barrier, which was the only thing that saved the spider-woman from being badly pinned down by the large section of masonry. The remaining slime thought it saw an opportunity and attempted to rush her as she staggered, but Sylk had an extra contingency in place as as the slime attempted to hurl itself at her, Sylk countered with a blast of aqua energy that obliterated the critter cleanly. With its death, both she and DruidMan felt the subtle slowness on their actions lifting and returning to normal speed.

Throughout all of this, Sylk's bandcoon had watched and waited, seeking a good moment to strike its designated target, but the melee was dark and scary, and it was struggling to find a safe moment. At least, however, it made its lunge, scrabbling at the Bluegon before leaping clear quickly and taking cover. It had been a frantic, furtive frisking, but Sylk wouldn't be able to find out how well its rushed efforts had gone until later. DruidMan restored some of the damage he'd taken in the short moment of breath they had after the cavern-shaking roar faded, between that and the grass under his feet, he was recovering gradually, but the remaining black shadow sought to interrupt him. Fortunately, Sylk's offered leafshield protection absorbed the blow, and the black nightmare only ended up helping DruidMan, before it warped back to its home in the missing section.

-=Sunless Citizens=-
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
A: DELETED
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
B: DELETED
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
C: DELETED
Kodiak V3Kodiak V3 (Kodiak)

Kodiaks are a combination of the ColdBear, Teddy, and Pengi viruses. These viruses appear to be dire polar bears with anger management issues, muderous claws, and the beastly strength to hurl ice cubes or whatever else comes to hand like it was fired from a cannon. Kodiaks are massive, easily 6 meters tall when standing up on their hind legs. Their roar is enough to stun a Navigator in cold fear.

Area: All

HP: 630
Element: Aqua

Primary Attack Damage/Effect: 90 Damage + Impact + ???
Primary Attack Accuracy: B
Primary Attack Description: Hurls either an IceCube or a nearby whatever at the target. Elemental damage and effects may vary. If hurling an IceCube, and the attack misses, the IceCube remains on the field.

Secondary Attack Damage/Effect: 90 Aqua + Slashing + Knockback
Secondary Attack Accuracy: B
Secondary Attack Description: Rakes enemy with RageClaw or strikes at a distance with IceSlashers.

Tertiary Attack Damage/Effect: Mass Navigator/SP Stun
Tertiary Attack Accuracy: S
Tertiary Attack Description: CyberRoar.

Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: GlacialBody: Gains IronBody while on Ice or Snow terrain.
Special: Indomitable: A fatal blow will leave this virus at 1 HP one time only. This virus will not flinch or shy away no matter how hard you hit it.

Possible Rewards (Per Virus): RageClaw2, IceSlasher2, IceWave2, FreezeCube, CyberRoar, Zenny
: 1Hp [Directly in front][Cracked][Meta-Virus]
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
A: 180Hp [North-West][Missing]
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
B: 180Hp [Central-East][Missing]
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
C: 180Hp [South (Behind Bluegon)][Missing]
ColdHead2ColdHead2 (ColdHead)

ColdHeads alternate actions between attacking and guarding. These are the only actions ColdHeads may perform, and the first action of every battle is always guarding. ColdHeads will not break from this pattern unless forced to by status effects. ColdHeads cannot be lifted or thrown, even with Rageclaw.

Area: SciLab, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 90 Aqua + Break + Small Ice Terrain Change
Attack Accuracy: C
Attack Description: Fires Cannonball. Breaking. Creates Ice Terrain.
Element: Aqua
Possible Rewards (Per Virus): IceBall2, Zenny
Special: Immobile.
- Iron Body when not attacking.
A: DELETED
ColdHead2ColdHead2 (ColdHead)

ColdHeads alternate actions between attacking and guarding. These are the only actions ColdHeads may perform, and the first action of every battle is always guarding. ColdHeads will not break from this pattern unless forced to by status effects. ColdHeads cannot be lifted or thrown, even with Rageclaw.

Area: SciLab, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 90 Aqua + Break + Small Ice Terrain Change
Attack Accuracy: C
Attack Description: Fires Cannonball. Breaking. Creates Ice Terrain.
Element: Aqua
Possible Rewards (Per Virus): IceBall2, Zenny
Special: Immobile.
- Iron Body when not attacking.
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.
: 140Hp [South-East][Normal][Near Southern Missing Hole]
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.
: 270Hp [South][Missing]

-=Darkness Delvers=-
Sylk.Exe: 150Hp [Grass][HardBody][80Hp Barrier][Stunned!(1)][Central]
DruidMan.Exe: 290Hp [Grass][HardBody][Stunned!(1)][Central]

-=Fallen Fortress=-
30% Normal [Most of the ground, standing on top of a wall section also counts as Normal]
20% Grass [Most of the central area around DruidMan]
5% Ice [Small frozen patches, mostly on the western side of the area]
5% Snow [Scattered piles, mostly north and central]
5% Cracked [Patch just underneath the Kodiak]
25% Missing [Several sections of destroyed ground. Three larger holes, to the south, the north-west corner, and just to Sylk and DruidMan's right (east), as well as a few individual holes around the outskirts of the area]
10% Hole [Two vortices in the southern east and west, behind the wall sections]

-=Broken Buildings=-
Wall Section A: 100Hp [StoneBody][Corner section, to the north-west]
Wall Section B: 99Hp [StoneBody][Straight section, knocked down over Sylk]
Wall Section C: 99Hp [StoneBody][Corner section, to the south-east]
Wall Section D: 100Hp [StoneBody][Straight section, on the east side]
Wall Section E: DELETED
Wall Section F: 100Hp [StoneBody][Straight section, to the north-west, has the other half of the cracked central archway]

Void Whirlpool A: [Slightly back and east from DruidMan]
Void Whirlpool B: [Slightly back and west from Sylk]

Pickpocket Data
Bandcoon 1: Hit, Small Zenny



"Rrrgh..." Druidman grunted incoherently, he was hurt, but thanks to Sylk's intervention, not nearly as badly as he could have been. He turned to thank her... only to see her pinned under rubble. "Sylk!" he called, suddenly torn between staying and finishing his fight with the tenacious bear and bailing and freeing Sylk.

Steve, meanwhile, quickly analyzed the situation and began to slot chips rapidly into his PET, while explaining with a rushed voice. "Listen, Druidman, these viruses are way more dangerous than I originally thought. Those shadowy guys are creating miniature black holes or something, they will completely destroy both of you if let them. You should provide cover fire for Sylk so she can free herself and join you. If you try to help her, you'll both be prone to attack. We need to end this quickly, or we're all in trouble."

Reluctantly, Druidman replied "Got it, man." then, to his spidery partner, "Sylk, I'm going to keep these dudes off of you. Then you try to take out the weird demony dudes." Noticing the Void behind the toppled wall, "I'll start with you, shitman!" and he began to softly chant, letting the powers of light flow his body, his eyes began to emit a faint pink light as he shouted "SANCTIFIED RECOVERY FORCE!!!" Vines began to burst out of the ground around the gloopy virus, ready to siphon away it's lifeforce and send it for it's master's use. Druidman felt the tightness in his body slowly release, giving him full mobility again.

Not feeling as though his regular mobility was enough for this situation, he quickened the pace of his chant, and the color of eyes drained away completely, and no sooner than "AGELESS TIME FORCE!!!" had escaped his lips, his surroundings began to slow down, giving him a much improved reaction speed. And now, he began to load the chipdata that Steve had sent him.

Inspired by the earlier slime viruses, Druidman pulled out his scimitar, and began to charge it with the first chip, causing the steel in the blade to coalesce into a glob of shimmering silver goop. Before the metal oozed away completely, though, he flung his arm in an upwards arc, looping it above his head, casting chunks of molten metal everywhere.

"Hrm, this is one we don't use often, man." Druidman commented as he charged the next chip, feeling it take effect, eight spheres of energy emerged from Druidman's chest, and began to rapidly orbit his forearms, ready to be flung in whatever direction he chose. Thinking of the giant bear he had left behind, he flung one of the orbs over his shoulder behind him, while rapidly lobbing the remaining blasts at the nearby Void.

As the next chip entered Druidman's coding, he could feel a weight form in his belt pouch, so he reached into it and fished out what had formed there; a magnet shaped explosive. "Whoa, this thing?" he commented somewhat lamely, he didn't really understand how this one worked, so, not wanting to risk using it close to himself or Sylk, he chucked it far away from them, haphazzardly towards the small blue dragon beyond the Void. It's magnetism caused it to wobble oddly while in flight.

Reaching for his scimitar once again, Druidman could tell the blade had not totally reformed from his previous attack, so before it completely tempered into it's original hardness, he pulled it into a much more pronounced curved shape, that, with the stance of a discus thrower, hurled it spiraling around the outside edge of the fallen fortress, it giving off a faint whistle as it ripped through the air.

Meanwhile, the boulder Druidman threw previously collided with a wall, sending it bouncing back towards it's original target, the big ole bear virus.



*.)Resolute Steel Force: Passive Hardbody.
*.) Shake1Damage: 90 + Wide Attack + Break
Accuracy: C
Description: Throws a dumbbell that slides through enemy lines for two turns. Can hit up to three enemies twice, second time having a 50% chance of hitting.
Duration: Two turns
Element: Null
Trader Rank: D
: 90 + Wide Attack + Break (Acc: C) bounceback to Kodiak3.
1.)Sanctified Recovery Force to Void. (60Wood+Drain, Status Cure to self)
2.)Ageless Time Force to self. (Haste+AccuracyEnhancement)
3.) 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
: 130 + Slow + Drop Attack x 3 Targets (Acc: B) to BlackmareA/B/C.
4.) ClusterShot2Damage: 10 x 8 Shots + Variable Targeting
Accuracy: B
Description: Launches a volley of eight 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.
Trader Rank: C
: 10 x 8 Shots + Variable Targeting (Acc: B) to Kodiak(x1), Void(x7)
5.) MagBolt2Damage: 110 + Stun + Magnetic Pull
Accuracy: B
Description: Uses an electromagnet to pull the target into range, then stuns them with a close range electrical shock.
Duration: Once
Element: Elec
Special: Magnetic Pull: A stronger version of the Pull effect that either pulls the target towards you, or you towards the target over a greater distance than normal.
Trader Rank: C
: 110 + Stun + Magnetic Pull (Acc: B) to Bluegon2.
6.) Boomerang2Damage: 90 + Group Attack (Arc)
Accuracy: B
Description: Throws a boomerang at enemies
Duration: Once
Element: Wood
Special: Group Attack (Arc): This attack may hit between 1 and 4 enemies on average, perhaps more depending on the situation. This version of Group Attack hits in an arc that loops back to the attacker. If attempting to hit too many targets with poor RP, you may also hit yourself, so be careful.
Trader Rank: C
: 90 + Group Attack (Arc) (Acc: B) (+15Wood) to BlackmareA/B/C.
Sylk control over her own body had become a struggle thanks to the roar of the Kodiak, as if it's bellowing voice had shaken her to her very core. It was a different feeling than that of fear, but an unpleasant one none the less. She could hear the sounds of her barrier creaking as the stone wall continued to press against it in her helpless state, but for the moment she was still safe. She had to get herself back to working order quick, for she worried the barrier might not hold. She tried to look at the positive side, with this wall laying as it was she at least had a defensive position against the dragon, though with the rest of her foes jumping around the field at will it was only a minor consolation prize.

At the very least with hopes that their line of sight was blocked to the south, Sylks clone appeared once more, dashing off to the west to draw their fire. With it's body mimicing the navi's damage and without a barrier to protect it, hopefully it would make the target a bit more enticing at least for the moment.

She held her words from Druidman, hoping to remain hidden for the moment though she tried to signal she was ok with her hands. As she did, she sent a private message to Adrian with the text reading "Something with break, quickly!"

Sylk's body was slowly coming back to her, and now she needed to make her counter attack. No time to be elaborate, no time to show off. Large barrel of the Magnum began to materialize and she placed it right up against the wall as she took a breath. She could picture where her enemies remained as she could once again feel the twitches on her web. She just had to act fast. The first flaming shot rang out as the spider aimed to destroy the wall in front of her, once it was out of her way she just had to keep firing. A second shot towards the void, a bit of payback for the wall was due and this was the best chance. The final bullet let loose towards the Bluegon, her plans from here would need it gone. She didn't have time to play around anymore. If she could whittle the numbers down to just the Blackmares this fight would become a whole lot more manageable.

Next she needed to deal with the darkness summoned by the blackmares. Just the presence alone on the field brought on a sense of weakness for Sylk. It felt like she couldn't defend againt it. Maybe she could snuff it out? She slammed her hands into the ground below her, and her metallic threads quickly spread from under her like a wildfire across the ground. Weaving, binding, becoming a steel blanket across the field to her south. Maybe if she smothered it up with something strong enough it's effects on her would be nullified.

As she slowly rose to her feet, her already durable body began to glow a faint red as scales began to grow and form over her exoskeleton. Tougher, sturdier but the extra weight she could feel would slow her down a bit. It didn't matter. She was preparing herself to take on the Blackmares as best she could. She needed to keep herself safe.

Finally she called up her weapon of choice for the matter. Honestly she hated getting up close and personal these days but Sylk really didn't have much choice here if she wanted the reliable kill. Her webs intertwined with each other on her upper right arm, compressing tightly as more and more added to what quickly shaped into a blade. It began to crackle with her power, softly at first, then with a strong glow as she fed more power into the weapon. She raised it up in front of her, taking a stance and preparing for a fight. Sylk was going to run them through the second one was close enough, hoping the blackmares would make a move into her terrain. She would use her webs to amplify her strike and end it in one strike. of course she had to keep an eye on Druid too. These things were slippery after all. She couldn't take that risk.

" Come at me you useless piles of data. I'll delete the lot of you!" Trying to draw their attention or at least taunt one into taking the bait.

Summary:


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

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)

Clone: Leap out from behind the wall and dash to the west, attempt to draw fire.

1) stunned, pinned (in cover thanks to the wall?)
2) 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
@ Wall B, Void, Bluegon
3) Electric Network - (Large Area terrain change - Metal, 1 TCD) to cover lower half of the field, specifically hole terrain
4) 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.
Trader Rank: C
on self
5&6) ElecSwordDamage: 80 + Slashing + Wide Attack
Accuracy: B
Description: Creates a sword made of electrical energy, and capable of effective wide slashes. Can hit up to 3 targets per slash with good RP.
Duration: Until Overridden/Broken. Breaks automatically after 3 swings.
Element: Elec
Trader Rank: C
+ 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
Trader Rank: C
: Attack UP 20, Stackable (Acc: S) - (115 elec damage, wide attack: 3 uses) @ Counter attack next shadow to attack. (movement used if attacking druid?)

While Sylk struggled to recover her own situation, sending out her more vulnerable-seeming decoy from the rocks and preparing her artillery, the void moved slightly in the gloom and two more swirling masses formed — these ones dangerously close to the pair. One was right alongside Sylk, and she'd almost risk stepping into it if she moved forward from the rubble she was under, while the second was perilously close to DruidMan's left, making two that he was very near. His rock boulder swung back at the enraged and battered Kodiak, though it flew by into the dark without connecting, but even as it looked to be taking another swipe, the massive bear virus lurched and staggered, groaning. Sylk and DruidMan both felt it as well, and as the behemoth collapsed forward on the ground, one of the shadowy Blackmare viruses floated a short way behind, having just summoned yet another dark, soul-consuming hole in space. It glowered at both of them as it raised its sword again and the draining points of deepest dark pulsed, draining at them more strongly than before.

It was swiftly looking like the real danger of this encounter was not the gargantuan meta-virus after all, and the trio of black nightmares were playing a desperately destructive game — even the other viruses were looking haggard by the black holes, but the Blackmares didn't seem to care. Even so, DruidMan worked to eliminate the lesser foes as quickly as he could, summoning vines to ensnare and drain the Void, and restore his own vitality in the process. Once again, the vines that sprung up were sickly and woody-looking, and pulsed with that same unhealthy purple luminescence... but thankfully they still did their job and DruidMan felt the energy flow back to him, even if it felt like it had some kind of oily slick taint filtered through it.

Another Blackmare warped across to the eastern side of the field, halfway towards the arch, where it formed another black hole to drag at Sylk and DruidMan. The Void hissed and the Bluegon thrashed, roaring in discomfort as the vortices pulled and tore off chunks of its scales. The Blackmares just stared, coldly going about their work.

Sylk, meanwhile, had had about enough and blasted herself free of her somewhat pinned position with a cacophonous blast. The wall shattered into rubble and her managed to stand, aiming her remaining shots. The sucking whirlpool was right at her back, and she would be aware that the corrosive effects of the dark holes had left her alarmingly at risk, despite her other defences. As she lifted her magnum, the Void warped in close, directly in front of her face. There was a dark grin across its features, its previous wounds already closed up and restored, and it raised its hand towards her just as Sylk fired.

The shoving pulse didn't come; the spider-woman had made her shot just in time to obliterate the Void before it could send her to a premature jack-out, if only barely. Whether she realised how close to the edge the moment had been, Sylk's next shot was a surer follow-up and she blasted the Bluegon with her third round, making it roar in pain. Its head swung about, attempting to find a good target in the gloom, but as it was doing so, another of the Blackmares warped to a point just in front of it, at the edge of the missing section, and tore open another dark hole right beside it. Another layer of drag added itself tothe growing sense of being devoured body and soul by the darkness, and the Bluegon thrashed and writhed.

As DruidMan finished his next chant and felt the world slow down around him, the Bluegon attacked wildly, sending a blast of cold at what actually turned out to be Sylk's clone, again. Sylk, on the other hand, laid down a fresh layer of metal terrain, converting as much of the southern field as she could to new panels. With a merciful lurch, most of the draining sensation vanished... the two most established holes were covered over and replaced, and one of the newest ones as well, though she wasn't able to spread her coverage enough to get those, and the two that were now taking root further up the field as well... but she had fixed as many as she could for now, and the worst of them at least.

DruidMan's next efforts were to drop some slowing goo onto the shadowed entities and maybe make them a bit easier to nail down, but he was mostly foiled by the difficulty with striking them in the first place. Of his three attacks, however, one of them did seem to catch sufficiently well on a Blackmare's insubstantial form to harm and slow it somewhat. It wasn't quite destroyed, but the hit was solid. Unfortunately, while he struck out like this, a different one warped to the north-western side of the courtyard, near the edge of that missing corner, and tore open a fresh hole; they seemed determined to sap everything around them into nothingness at this point. The bluegon slumped, barely holding itself together at this point, and most of the fight seemed to have gone out of the normally vicious virus.

Sylk scaled up while DruidMan tried a fresh answer for the hard-to-hit shadows. With most other targets on the field destroyed already, he focused his cluster barrage on the Blackmare that he'd already managed to damage. As much as his aim was true, however, the majority of the small electric shots blasted through the virus without seeming to connect. Two crackles seemed to make impact and send lancing jolts of electricity through its form, but it looked like it was still holding its essence together, just barely. It turned to face DruidMan directly, shaky and wavering, but with its eye glowing bright, then warped.

It appeared again just next to him, in the gap between the other vortices of darkness, and slashed with its blade. It managed to connect with him, dealing what would normally be considered a fairly small amount of damage — though it felt more threatening with the draining holes all about. More importantly it was the moment Sylk needed, the virus with what passed for its back to her, and she moved quickly across to DruidMan and cut the virus apart with an electrified crack of her blade. One down. Another tried to catch Sylk herself by surprise, warping in behind her, but Sylk's spider senses were tingling well right now, and she dodged away from the strike before countering with a second slash, managing to dispose of a second Blackmare in quick succession.

DruidMan had a few more tricks left to play, while Sylk covered them both from attacking shadows, and he finished off the already mostly defeated Bluegon with a magnetic attack. He tried to follow it up with another attack on the remaining Blackmare, but found the lack of an attack that could effectively cut or slash at the shadows to be his bane. For all of the pair's protection, the draining holes scattered about were proving perilous and even with only one virus left to harry them, it was still a more fraught battle that it may have first appeared to them.

Most of the remaining wall and building structures around the pair had begun crumbling away as the dark holes ate away at them, dragging increasingly larger chunks of rubble and stone off the already ruined sections of wall. If they didn't put an end to this now, there might not be much left, soon.

-=Sunless Citizens=-
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
A: DELETED
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
B: DELETED
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
C: DELETED
Kodiak V3Kodiak V3 (Kodiak)

Kodiaks are a combination of the ColdBear, Teddy, and Pengi viruses. These viruses appear to be dire polar bears with anger management issues, muderous claws, and the beastly strength to hurl ice cubes or whatever else comes to hand like it was fired from a cannon. Kodiaks are massive, easily 6 meters tall when standing up on their hind legs. Their roar is enough to stun a Navigator in cold fear.

Area: All

HP: 630
Element: Aqua

Primary Attack Damage/Effect: 90 Damage + Impact + ???
Primary Attack Accuracy: B
Primary Attack Description: Hurls either an IceCube or a nearby whatever at the target. Elemental damage and effects may vary. If hurling an IceCube, and the attack misses, the IceCube remains on the field.

Secondary Attack Damage/Effect: 90 Aqua + Slashing + Knockback
Secondary Attack Accuracy: B
Secondary Attack Description: Rakes enemy with RageClaw or strikes at a distance with IceSlashers.

Tertiary Attack Damage/Effect: Mass Navigator/SP Stun
Tertiary Attack Accuracy: S
Tertiary Attack Description: CyberRoar.

Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: GlacialBody: Gains IronBody while on Ice or Snow terrain.
Special: Indomitable: A fatal blow will leave this virus at 1 HP one time only. This virus will not flinch or shy away no matter how hard you hit it.

Possible Rewards (Per Virus): RageClaw2, IceSlasher2, IceWave2, FreezeCube, CyberRoar, Zenny
: DELETED
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
A: DELETED
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
B: 180Hp [North-West][Missing]
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
C: DELETED
ColdHead2ColdHead2 (ColdHead)

ColdHeads alternate actions between attacking and guarding. These are the only actions ColdHeads may perform, and the first action of every battle is always guarding. ColdHeads will not break from this pattern unless forced to by status effects. ColdHeads cannot be lifted or thrown, even with Rageclaw.

Area: SciLab, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 90 Aqua + Break + Small Ice Terrain Change
Attack Accuracy: C
Attack Description: Fires Cannonball. Breaking. Creates Ice Terrain.
Element: Aqua
Possible Rewards (Per Virus): IceBall2, Zenny
Special: Immobile.
- Iron Body when not attacking.
A: DELETED
ColdHead2ColdHead2 (ColdHead)

ColdHeads alternate actions between attacking and guarding. These are the only actions ColdHeads may perform, and the first action of every battle is always guarding. ColdHeads will not break from this pattern unless forced to by status effects. ColdHeads cannot be lifted or thrown, even with Rageclaw.

Area: SciLab, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 90 Aqua + Break + Small Ice Terrain Change
Attack Accuracy: C
Attack Description: Fires Cannonball. Breaking. Creates Ice Terrain.
Element: Aqua
Possible Rewards (Per Virus): IceBall2, Zenny
Special: Immobile.
- Iron Body when not attacking.
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

-=Darkness Delvers=-
Sylk.Exe: 70Hp [Metal][HardBody][10Hp StoneBody Fire Casing][80Hp Barrier][Central]
DruidMan.Exe: 230Hp [Metal][HardBody][Central]

-=Fallen Fortress=-
40% Metal [Most of the southern and central area]
15% Normal [Northern ground, standing on top of a wall section also counts as Normal]
5% Snow [Scattered piles, mostly north]
25% Missing [Several sections of destroyed ground. Three larger holes, to the south, the north-west corner, and just to Sylk and DruidMan's right (east), as well as a few individual holes around the outskirts of the area]
15% Hole [Three vortices in the north-west, central north and mid-eastern sides]

-=Broken Buildings=-
Wall Section A: 20Hp [StoneBody][Corner section, to the north-west]
Wall Section B: DELETED
Wall Section C: 19Hp [StoneBody][Corner section, to the south-east]
Wall Section D: 20Hp [StoneBody][Straight section, on the east side]
Wall Section E: DELETED
Wall Section F: 20Hp [StoneBody][Straight section, to the north-west, has the other half of the cracked central archway]

Void Whirlpool A: ???
Void Whirlpool B: ???
Void Whirlpool C: ???
Void Whirlpool D: ??? [All four are clustered mostly around the central area where Sylk and Druid are. Though they look to be fading away now that the void is defeated]

Pickpocket Data
Bandcoon 1: Hit, Small Zenny


The ruined fortress' walls crumbling around him, small chunks of rock and debris being sucked into the newly formed vortexes around them, and Sylk beginning to show signs of fatigue, Druidman let out a small sigh. Things were not going overly well. "Uh, Steve-dude, I think I'm at a loss here, man. I'm not sure Sylk can take much more of this gnarly terrain."

"What are you saying, Druidman? Are you a Druid or not?!" Steve yelled with a hint of exasperation. "When the terrain isn't for you, CHANGE IT."

"Oh, oh yeah, dude!" Druidman replied, his eyes brightening as he hit his fist into his palm. "Better grab a kayak!" he announced as he began to chant, bringing to the surface powers that governed the net's many waterways, his eyes cooling to deep blue. "PULSING FLOOD FORCE!!!" Druidman called, and with a mighty spurt, a jet of water burst from the ground, and then another, and another, all contributing to make a swiftly flowing river, winding throughout the northern ruins, hurling chunks of sharp driftwood and violent eddies of water pulsing upwards toward the remaining virus.

"Alright, Druidman, that's using your head!" Steve replied, pulling out a rainbow variety of chips. "Now lets give that last virus the full spectrum."

"You got it, dude!" Druidman replied, loading the many chips into his system at once, and feeling all their various powers circulate through him. Drawing his scimitar, Druidman could feel the chill spread throughout the metal as he held it aloft over his head with both hands. As a white mist began to lift lazily off of the metal, he swung it down in front of him, sending a wave of ice blasting outwards.

Releasing his left hand and drawing two fingers down the reverse side of the blade, Druidman continued to push his watery assault forwards by lunging his blade outwards from his chest, pushing a wave of water that appeared from nothingness outwards towards the lone virus.

Quickly stowing away his trusted blade, Druidman felt a tingly sensation through his forearms, which began to grow in intensity until he threw his hand out, unable to contain the raw energy any longer, arcs of jagged lightning jutting wildly outwards.

A different kind of energy entirely began to flow into his arms again, and this time, rather than outwards, Druidman dropped to his knees and pressed his palms flat onto the ground, pulsing some natural energy through the ground, launching razor sharp bamboo upwards and out around the viral demon.

As the last chip filtered into his system, Druidman readied his stance and held his arms down, chest out, he could feel a certain amount of heat flush through him as he called out, "Bring it on, shadow-dude!" trying to 'lock eyes' with the winged beast.



*.)Resolute Steel Force: Passive Hardbody
1.)Pulsing Flood Force: (10Aqua, 5Wood)x6, all to BlackmareB, Medium Sea Terrain change, shaped like a river connecting the existing holes.
2.) IceWave2Damage: 100 + Freeze
Accuracy: A
Description: Sends a wave of ice at one enemy
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.
Trader Rank: C
: 100 + Freeze (Acc: A) to BlackmareB.
3.) WideShot2Damage: 90 + Wide Attack
Accuracy: A
Description: Fires a wide wave of water that can hit up to three enemies, depending on circumstances.
Duration: Once
Element: Aqua
Special: Wide Attack: This attack hits a line of targets perpendicular to the direction the attack is launched in. Unless otherwise specified, a wide attack can hit up to 3 targets, max. Once a target is hit, the attack ends, thus all targets must be hit at roughly the same time.
Trader Rank: C
: 90 + Wide Attack (Acc: A) to BlackmareB.
4.) ElecReel1Damage: 80 + Spread 3 (Side + Behind)
Accuracy: B
Description: A small bolt of lightning that spreads sideways and behind the target upon impact.
Duration: Once
Element: Elec
Trader Rank: D
: 80 + Spread 3 (Side + Behind) (Acc: B) to BlackmareB.
5.) SideBamboo1Damage: 80 + Long Attack
Accuracy: B
Description: Summons a Kilby virus to the field that stabs the enemy from the side with a long lance, then silently vanishes. Can hit up to 2 targets.
Duration: Once
Element: Wood
Trader Rank: D
: 80 + Long Attack (Acc: B) to BlackmareB.
6.)Prep 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
Trader Rank: C
: 130 + Nova 2 (Acc: B), use if BlackmareB comes in range.
" Sylk! I'm sending in some emergency healing, ASAP!" Adrians voice echoed, watching her navi was weakening fast. No matter how many of the holes they seemed to cover up more just kept appearing. It was a poor situation for the spider. Sylk's clone had materialized once more and opted to rush the Blackmare in hopes of making it panic as the sudden approach, or at the very least confuse it for a brief moment.

" I'll be fine. Just a little pick me up is all i need. These things can't beat me, after all." The spider retorted sluggishly, as though her energy was draining away with her life. She was acting tough, but deep down her worry continued to grow. just as things were looking their bleakest a sudden burst of energy surged through her body, as the totem materialized behind her. She let out a breath of satisfaction as the healing warmth washed over her, before returning her attention to the enemy before them.

" That's much better. Now I'm going to make you suffer, but first i'm going to take everything i can from you." Her pointed fangs showing through her grin as her second bandcoon pet popped up next to her in a puff of smoke. With only one enemy left on the field, the little creature chirped happily as it knew what it needed to do. It scampered quickly across the metal terrain and leapt into a dive that even the sharo judge would give at least a 9 as it soared through the air with grace and poise- into a belly flop. 0 points from the judges this time. Brushing off it's blunder the bandcoon furiously paddled it's way across the sea terrain after it's target hoping to snag a shiny for the mistress.

Meanwhile with Sylk newly invigorated and ready for a fight, she was eager to give one of her newer chips a shot as Adrian loaded in the MoonRay from the day before. It's special properties were especially great for stealing yet one more thing from the virus, and Sylk couldn't wait to see it in action. Her body began to glow a faint, pale white as energy began to swirl around her hands. She brought them together, focusing the power and letting it meld together as it swirled around. A sudden burst in size, the ball of energy shined like the moon in a clear night sky, before a ray of light shot forth from it's core at the enemy.

If that wasn't enough, her eyes turned their attention to the sea panels that had washed away the rest of the terrain. With a devilish grin the spider slammed her hands down onto the ground and- nothing. Silence. Nothing was happening, not even the movement of the water? The water had stopped completely. Then without warning a torrential stream shot forth with incredible force, the sea churning violently from the sudden eruption as it aimed to crush the Blackmare.

Of course Sylk was all too aware that the creature was slippery. She had hung onto her blade all the while, and while her main set of eyes focus on her attacks, her extra sets kept watch. Her spare hands kept a feel of the threads covering the field. Her body itched to lash out the moment she could sense it try to escape, and cut the beast in twain.


summary:


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

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)

Clone: Rush Blackmare
1) Totem3HP: 100
Properties: Anchored, Element Shift
Object Damage: 100 + Impact
Damage Method: Telekinesis
Attack Damage: 180 Fire + Line Attack (3) / Healing 90
Accuracy: A / S
Description: Summons a Totem to breath fire and heal you. Attacks once per turn, and switches faces when hit.
Duration: 3 turns, or until destroyed.
Element: Fire / Wood
Special: Element Shift: This Object alternates between Fire element when Attacking and Wood element when Healing.
Trader Rank: B
90 heal @ Sylk
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.
Trader Rank: C
@ Blackmare B
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.
Trader Rank: C
@ Blackmare B
4) WaterStreamDamage: 240 + Knockback
Accuracy: B
Description: Creates a torrential stream that strikes a single enemy. Rare
Duration: Once
Element: Aqua
Trader Rank: B
@ Blackmare B
5&6) Prep ElecSwordDamage: 80 + Slashing + Wide Attack
Accuracy: B
Description: Creates a sword made of electrical energy, and capable of effective wide slashes. Can hit up to 3 targets per slash with good RP.
Duration: Until Overridden/Broken. Breaks automatically after 3 swings.
Element: Elec
Trader Rank: C
(115 elec, slashing, wide: 2 uses left), counter attack if it gets close to Sylk or druid.

As the pair focused in on their final target, the dark holes that sapped at everything finished destroying the remainder of the ruins in the area and dragged at both of them. Before they could take any further root in the network, however, DruidMan brought forth a broad torrent that cut a fresh river through the sunken citadel's masonry and refreshed the panels that were the source of their woes, in a weaving line from north to east. With the relief from the dark draining sensation, Sylk received a much-needed boost from her totem and sent her second minion out to steal what it could, while her ally began doing his best to end the final virus' threat. The small bandcoon made a grab, then scuttled away just before the Blackmare, identifying Sylk as probably the weakest target, attempted to slash at her directly. While the blade connected, it glanced off her barrier without harm, and before the virus could make a decent retreat, the duo hammered it with an esoteric and highly varied barrage of attacks which ultimately managed to put the shadow in its place, which was to say, no place at all.

With the melee finally over, Sylk's two bandcoons returned to her, both a little shaken from the tense situation, but equally eager to hand her what they'd managed to crab. It turned out to be nothing too sophisticated, unfortunately, but they'd both managed to swipe small trinkets and other bits that would convert to a decent amount of extra zenny for her.

In the quiet stillness that followed, the rough babble of the fresh river felt dampened by the somewhat oppressive dark, and far away to the north, the density of gnarled and blackened root vines increased, along with the slow pulse of sickly purple light.

-=Sunless Citizens=-
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
A: DELETED
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
B: DELETED
SlimerSlimer (Slimey)

Slimey viruses were produced to be sources of major traffic lag. While a Slimey virus is on the battlefield, all Navis and SPs suffer from a passive Slow-like effect that imposes a -10% Evasion AND Movement Speed penalty. This effect is not a status ailment, and cannot be cured. This effect does not stack with itself if more than one Slimey is on the field at once. As this does not count as a true Slow effect, up to two instances of Slow may stack on top of this effect for a total penalty of -30% Evasion/Movement Speed. This effect expires when all Slimey viruses on the field are deleted or flee. Slimey viruses are very slow to move and dodge, but every move they make that is not a dodge counts as an attack. Slimeys deal damage by touching an opponent, thus touching a Slimey directly results in damage to any non-Slimey the virus considers hostile.

Area: Sharo, NetVegas, Beach

HP: 150
Attack Damage/Effect: 45 Aqua + Slow
Attack Accuracy: A
Attack Description: Body slams its foes. Any foes hit are slowed the following turn. Must be within melee range to attack a foe.
Element: Aqua
Possible Rewards (Per Virus): MetaGel2, Zenny
Special: While this enemy is on the field, dodge effectiveness is reduced by 1 Rank.
C: DELETED
Kodiak V3Kodiak V3 (Kodiak)

Kodiaks are a combination of the ColdBear, Teddy, and Pengi viruses. These viruses appear to be dire polar bears with anger management issues, muderous claws, and the beastly strength to hurl ice cubes or whatever else comes to hand like it was fired from a cannon. Kodiaks are massive, easily 6 meters tall when standing up on their hind legs. Their roar is enough to stun a Navigator in cold fear.

Area: All

HP: 630
Element: Aqua

Primary Attack Damage/Effect: 90 Damage + Impact + ???
Primary Attack Accuracy: B
Primary Attack Description: Hurls either an IceCube or a nearby whatever at the target. Elemental damage and effects may vary. If hurling an IceCube, and the attack misses, the IceCube remains on the field.

Secondary Attack Damage/Effect: 90 Aqua + Slashing + Knockback
Secondary Attack Accuracy: B
Secondary Attack Description: Rakes enemy with RageClaw or strikes at a distance with IceSlashers.

Tertiary Attack Damage/Effect: Mass Navigator/SP Stun
Tertiary Attack Accuracy: S
Tertiary Attack Description: CyberRoar.

Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: GlacialBody: Gains IronBody while on Ice or Snow terrain.
Special: Indomitable: A fatal blow will leave this virus at 1 HP one time only. This virus will not flinch or shy away no matter how hard you hit it.

Possible Rewards (Per Virus): RageClaw2, IceSlasher2, IceWave2, FreezeCube, CyberRoar, Zenny
: DELETED
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
A: DELETED
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
B: DELETED
BlackmareBlackmare (Nightmare)

Nightmare viruses only appear in battle when Missing Terrain is present, and only one Nightmare may appear per panel of Missing Terrain. Nightmares do not dodge, and they only move by teleporting before and after attacking an enemy. Nightmares have permanent Shadow, unless they are attacking. Teleporting before and after their attacks does not require an action. They will always end a turn while floating over Missing or Hole Terrain. If the Hole terrain is altered in any way, they will instantly teleport to unoccupied Missing Terrain. Nightmares cannot share ownership of a Missing Panel with other viruses that require Missing Terrain to be on the field. If for any reason there is not enough Missing Terrain to accommodate a Nightmare at the end of a turn, the Nightmare will Escape from the battle immediately.

Area: Sharo, Hades Isle, NAXA, NetVegas

HP: 180
Primary Attack Damage/Effect: 60 Null + Wide Attack + Slashing
Primary Attack Accuracy: B
Primary Attack Description: Attacks at close range with black sword.
Secondary Attack Damage/Effect: 5% Hole Terrain Change
Secondary Attack Accuracy: S
Secondary Attack Description: Warps to an area of non-Missing or Broken terrain, and creates a life-draining pool of darkness below it.
Element: None
Possible Rewards (Per Virus): SummonBlack2, Hole (Rare), Zenny
Special: Unaffected by Holes and DarkLines, including those it creates.
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.
C: DELETED
ColdHead2ColdHead2 (ColdHead)

ColdHeads alternate actions between attacking and guarding. These are the only actions ColdHeads may perform, and the first action of every battle is always guarding. ColdHeads will not break from this pattern unless forced to by status effects. ColdHeads cannot be lifted or thrown, even with Rageclaw.

Area: SciLab, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 90 Aqua + Break + Small Ice Terrain Change
Attack Accuracy: C
Attack Description: Fires Cannonball. Breaking. Creates Ice Terrain.
Element: Aqua
Possible Rewards (Per Virus): IceBall2, Zenny
Special: Immobile.
- Iron Body when not attacking.
A: DELETED
ColdHead2ColdHead2 (ColdHead)

ColdHeads alternate actions between attacking and guarding. These are the only actions ColdHeads may perform, and the first action of every battle is always guarding. ColdHeads will not break from this pattern unless forced to by status effects. ColdHeads cannot be lifted or thrown, even with Rageclaw.

Area: SciLab, Sharo, Hades Isle

HP: 120
Attack Damage/Effect: 90 Aqua + Break + Small Ice Terrain Change
Attack Accuracy: C
Attack Description: Fires Cannonball. Breaking. Creates Ice Terrain.
Element: Aqua
Possible Rewards (Per Virus): IceBall2, Zenny
Special: Immobile.
- Iron Body when not attacking.
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

-=Darkness Delvers=-
Sylk.Exe: 100Hp
DruidMan.Exe: 170Hp

-=Fallen Fortress=-
40% Metal [Most of the southern and central area]
10% Normal [Northern ground, standing on top of a wall section also counts as Normal]
25% Sea [River running north to east across the area]
25% Missing [Several sections of destroyed ground. Three larger holes, to the south, the north-west corner, and just to Sylk and DruidMan's right (east), as well as a few individual holes around the outskirts of the area]

-=Broken Buildings=-
Wall Section A: DELETED
Wall Section B: DELETED
Wall Section C: DELETED
Wall Section D: DELETED
Wall Section E: DELETED
Wall Section F: DELETED

-=Battle 3, Victory!=-
DruidMan: 4880z, 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.
Trader Rank: B
, 59 BugFrags, Void bounty +1
Sylk: 4880z (+1800z from PickPockets), 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
Trader Rank: C
, 59 BugFrags, Bluegon bounty +1
Both get: 17 Mutual FXP [11 Base + 6 for teamwork and cooperation]

Druidman gathered up his goodies, shoved them unceremoniously into his pouch, then flopped down on the ground. "Psheeeeew." he pshewed. "That was a bit of a workout, man." he mopped his forehead with the back of his hand.

"DruidMan, I'm going to send you some health, then check out these chips you got." Steve said, popping the flimsy looking subchip into his PET. The PET had previously ejected two chips from the battle, one blue, the other a strange black and yellow dual toned. "Hey, this one is pretty neat, DruidMan. It's kind of like a black hole, smashes weaker enemies in one go."

"Groovy, dude." Druidman replied lazily, he was too busy letting his HP recover to pay that close of attention to his operator.

Steve, meanwhile, was examining the other chip. It had a coloration to it that he was unfamiliar with, but the logo on the front, while not immediately recognizable, could only be Sylk's emblem. He shrugged to himself. For a chance encounter, DruidMan and Sylk sure seemed to be working well together!

Speaking of, Druidman felt much better and began to climb to his feet. "How about you, Sylk-lady? You doing okay?"

((EnergyPack Subchip used. +250HP))
Sylk gave her pets a pat on the head now that the battle was over, and the Bandcoons chirped happily before vanishing without a trace. She had been hoping for a few more chips but she wasn't going to feel bad about free zenny. She added it up along wit the rest of the spoils as she began to collect the data left over by their enemies. As she uploaded the chip data, she thought about using this right back on the next set of Blackmares she encountered as revenge.

" Looks like we have a pretty decent haul here." Adrian noted as she tallied up everything. "I'm even seeing some additional data here popping up in you're programming. Another new power?" As Adrian looked further it seemed like there were actually three of these expansions, though one had never actually taken form properly. Maybe Adrian have to take a poke at it later to get it to install properly.

Sylk had a pretty good idea of what it was, having felt this growth a select few other times. " Well, we can worry about that one later, do we still have that stockpile of subchips handy? I could use one about now."

The sound of shuffling could be heard from Adrians side before a subchip was loaded into the PET. A few moments later Sylk's body was restored to it's usual self and the Navi was ready for another battle. Almost. The thought of subchips reminded her that she might want to stock up on something if they planned to continue this little trip deeper into the caves. A window quickly popped up as Sylk began typing up a post on a message board. She only paused for a moment, as Druid began to call over to her.

" Hmm? Oh yes, perfectly fine now. Just making some preparations for later, who knows what we might have to face going forward, after these pests."

((SmallEnergyPack - 100 hp restored))
"Good point, dude." Druidman replied with a chuckle. "I'm still pretty new to spelunking, but it seems pretty far out down here." He paused for a moment, he had thought he heard something.

"I think we've lingered here far enough. Shall we?" He considered proffering Sylk an arm, but thought better of it, opting instead to look for a fresh virus trail.

((Ready for battle 4))
Sylk nodded in agreement, feeling that sticking around was more likely to get them abused than anything else. " Sure, let's make haste and move further on before more of those troublesome blackmares appear."

The spider followed after Druidman in search of a new hunt further in.

((Ready for battle 4.))
While the pair of darkness explorers caught their breath and refreshed themselves to proper fighting strength, a chill groan of wind shifted through the dim, cavernous space. It whistled through the craggy chunks of ruin and made quiet, eerie sounds than seemed to amplify the silence, and the occasional scratching scuttle of something moving, whenever it stopped. There wasn't much left of the fortifications where they were, though if there were more of those vindictive shadows floating about down here, it seemed one possible factor contributing to the fortress sinking so far below the standard net level.

They couldn't see any more of them around for now, at least, while up ahead, to the north, the ruined citadel continued in broken, uneven sections. There was only really one source of light in the gloom, and it came from the north as well; the further they moved, the more of the dark, gnarled root-like vines they began to see, strangling the stone-work and giving off a faint, sickly glow. Occasionally it might seem like a root twitched or wriggled of its own accord, but never more than a glance, and it might just be their eyes playing tricks in the dark.

Further on, there seemed to be a central mass tot he pale glow, and it pulsed, very, very slowly, like a greatly distended heart beat that sent ripples out through the other twisted roots they could see. It was hard to make out anything that far ahead, over the tops of the shattered wall section, broken arches and half-crumbled towers, but as they drew closer, they col make out spiky, claw-like fingers of branches reaching up and outwards.

It seemed to be the direction to head, if they wanted to discover anything about this sunken ruin, but the nearer they got, the more the ground grew fractured and uneven; more of the roots choked the stonework and traced across the ground in places, and DruidMan in particular would be growing aware, if he wasn't already, that there was very much something off about these plants...

It wasn't long before they came across some old and dilapidated section of defending fortification in their way; it was mostly broken in, and at any other time they might simply have picked their way through, but here, they could see the shapes of things that... might be viruses, or possibly old defence installations. Directly ahead, on the thoroughfare, a huge statue figure, seemingly made of stone, bore a very dangerous hammer, held at the ready over on of its shoulders. Dark roots snaked their way across the statue, however, entangling it, and they seemed to flex and twist as the statue lurched to creaking life, lifting its hammer high.

A tower, half broken off but with the upper platform intact and visible, looked like it bore another virus, also entangled heavily in the grasping vines. This one was large and metal, from what they could see, and its upper torso rested on a rolling ball mechanism, rather than legs. As the statue down below shuddered, this one lurched to an alert position, and with a wrenching sound, several solid metal arms lifted up from where they had lain all around it, now hovering about its body. Roots and vines still clung to the floating appendages, though it seemed as though they had just torn free.

Another of the rolling ball sentries was closer to them, on the ground to the north-east. Rather than six floating arms, this one seemed to have only two particularly massive iron fists which easily clutched a length of chain, connecting a large spiked ball that it wrenched up from the embrace of the surrounding roots. Like the others, its body was severely entangled by the dark, pulsing things, and the three defenders' movements all seemed a little bit stiff and unnatural.

The sounds of activity had the unfortunate effect of drawing more attention and several shrill shrieks from higher up in the cavern were easy to recognise as the familiar sounds of agitated PulseBats, while off to the east, from between a gap in the damaged wall structure, where some impact many untold years ago had damaged the ground, a ghostly red shadow rose up, dark crimson droplets falling from its otherwise intangible form.

A section of the cracked ground in front of them rumbled and shattered further as another of Sylk's target virus revealed itself, bursting up from the gap and hissing as it cast about, blue scales turned an almost pallid shade and its eyes white and cave-blind. It sniffed and growled frost, head turning towards the pair.

More shapes moved in the dark; the familiar wet chuckle of a Void seeking a good opportunity for mischief alerted Sylk and DruidMan to its presence just behind a buckled section of fortification, behind them to their right, while other, larger shapes moved in silence, gliding across the ground like living shadow, emerging briefly and revealing two sets of brilliant sapphire eye gleams, before ducking away again out of sight. There was little time to asses the more subtle elements in this fight, however, as the more aggressive, vine-tangled foes seemed eager and aggressive enough for everyone.

-=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
: 600Hp [North Central][Cursed][80Hp Elec Aura]
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.
: 180Hp [North West][Atop Entangled Tower][Normal][Hard Case]
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.
: 180Hp [North East, ahead of Sledge][Cursed][Hard Case]
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.
: 160Hp [Middle East][Above Cracked]
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: 410Hp [Somewhere on the Western side, hidden]
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: 410Hp [Somewhere to the South-East, hidden]
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.
: 160Hp [South-West, Behind Ruined Fortification B][Ice]
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.
: 290Hp [Mid Field][Centre of missing pit]

-=Navis=-
Sylk.Exe: 200Hp [Normal]
DruidMan.Exe: 420Hp [Normal]

-=Terrain=-
25% Normal
  • No effects.

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).

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.

15% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.

10% Cursed
  • Doubles Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Self-Damage.

15% Missing
  • Permanent bottomless hole.
  • Doubles dodge penalties for bad RP.
  • EJO if you fall in.


-=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: 120Hp [Anchored][HardBody][DR: 10][Curved bulwark, north central, west side of the path]
Entangled Tower: 90Hp [Anchored][HardBody][DR: 10][Root-entangled tower ruin, north-west]

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, Start!=-


"Bogus, man. These viruses are getting gnarlier all the time." Druidman complained. "Plus more dudes I can barely see..."

"I'm more concerned about the big statue guys, Druidman." Steve interjected. "I'd bet any one of them could squash you or Sylk like, forgive me, a bug." he frowned. These battles were getting more and more dangerous, and, as helpful as Sylk has been in the heavy artillery department, she was looking more and more fragile compared to the hordes in this forgotten ice fortress. Steve was worried that Druidman might do something rash in order to protect her, the nature navi did not handle losing allies well.

"Okay, Druidman, here's my plan for this one. Since Sylk did pretty well against those shadow-y viruses last battle, I suggest we leave them to her again. You smash the statues as quickly as possible so they can't squish either one of you." Steve said, pulling out some powerful chips. "What do you make of that vegetation, Druidman?"

"Not sure, dude." was Druidman's grim reply. "It's pretty far out, for sure, but I can't really see their nature, beyond the bad mojo they seem to be throwing out."

"Well, in that case, we'll just assume they're normal until we learn otherwise. We can't second guess ourselves over maybes." Steve added, slotting the chips in.

"Okay, Sylk, I'll leave the creepies to you, I'm going to throw down with these stone-dudes!" Druidman called, rushing north to face the trio of golems. As he rushed, he began his familiar chant to give him a reflexive edge. These guys were bound to be slow to begin with, right? Druidman hoped so, as he yelled "AGELESS TIME FORCE!!!" and felt the shackles of time loosen on his existence.

Now much more free to dance about the battlefield, Druidman threw himself into the midst of the titanic trio. (lol) "Let's see if we can take care of these vines so that the terrain around here can do it's thing, man." he said, as his body began to smoke and sizzle, and, releasing the energy contained in the battlechip, exploded a wave of fire outwards from himself, immolating the entire near vicinity.

The heat still rippling off of him, Druidman pulled out his scimitar, it giving off a warm glow and a faint hiss from the previous chip's use. Druidman focused his next chip into the cooling sword, only for the metal of the blade to easily soften and coagulate around the handle, so Druidman swung his arm around his head like a lasso, slinging dripping molten metal glop everywhere around him.

Stowing the now useless hilt back onto his belt, Druidman began to push his closed fist down into himself with his other hand, charging the powers of the earth into it as he let go, shooting his closed fist upwards, launching a massive boulder, in the shape of his fist, from nothingness upwards and back downwards to the largest statue in the center of Druidman's sightline.

Druidman began to chant again. He was going to do his best to try and restore this wasted land, and so he focused his mastery over plantlife as he yelled "RAMPANT GROWTH FORCE!!!" and stamped down his foot, sending a cascade of life outwards from the impact point.

Finally, Druidman loaded the last chip into his system, feeling its familiar power flow into his gauntlet, curling the decorative leaves into deadly red projectiles, which, with another sweeping motion of his arm, he launched around himself to blast away these giant viruses to allow Sylk the chance she needed to fight without needing to check her back.


*.)Resolute Steel Force: Passive Hardbody
1.)Ageless Time Force: Haste+AccuracyUP
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
Trader Rank: C
: 130 + Nova 2 (Acc: B) to Sledge/Titan/Vishiege (Burn away entanglement?)
3.) 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
: 130 + Slow + Drop Attack x 3 Targets (Acc: B) to Sledge/Titan/Vishiege (Cursed Terrain?)
4.) 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
Trader Rank: C
: 190 + Break + Panel Crack + Wide Attack (Acc: C) to Sledge(/Titan?/Vishiege?) (Cursed Terrain?)
5.)Rampant Growth Force: Medium Grass Terrain Change
6.) 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
Trader Rank: C
: 120 + Break + Panel Break x 3 Targets (Acc: A) to Sledge/Titan/Vishiege (Grass Terrain)
" These things just don't let up, do they?" Sylk noted as she took count of just how many enemies were popping up this time. A few of her eyes briefly caught sight of two figures that seemed to immediately disappear, unsure if they were able to easily hide or just invisible. Either way the answer wasn't good.

" We'll just have to pick them off little by little again, some of them look pretty tough. We don't have anything that can take them down instantly." Adrian shuffling through thier chips trying to come up with a plan. The thought of going full offense as Sylk often did was hard to recommend this time, if they couldn't clear out much of the enemies doing so. It'd just leave the spider open to massive attacks.

Druidman had seemed to come up with a plan, and Sylk responded with a thumbs up. "Sure, i suppose that works. Guess i'll work on slowing down anything behind you then!" The moment Druid headed north, Sylks threads exploded outward from her body and rapidly overtook the area around and to the south of her as much as she could possibly cover. Every strand charged with a strong electrical current, forming an electromagnetic field that now protected herself. Meanwhile Sylk's clone made her appearance stepping out from the shadows and appearing towards the middle of the field. The copy looked as menacing as she could, acting as though this whole new terrain was her doing. It aimed to cut off any virus that managed to get through the magnetic forces unhindered, and draw the attention of those around. " What are you waiting for? Get over here so I can crush you all!" It heckled.

The real sylk tried to lay low, letting her clone handle the enemies for a bit as she called forth an attack that wouldn't give her away. From the missing panels her reliable dragon made it's appearance once more with a frightening bellow. The clone began to call the shots in sylk's place. "Use your breath attack to draw out the three that are trying to hide!" The dragon complied as in pulled in a deep breath, before letting loose three blasts of frost to blanket the hiding spots of Sylk's foes.

The real Sylk meanwhile took to shoring up her defenses with her barrier before turning her attention to her dragons pale counterpart. Seeing it in this sorry state only made her want to put it out of it's misery, as she raised her many hands towards the beast. A sudden surge of energy formed before her splitting into 4 smaller orbs and 1 larger sphere, only to let loose 5 beams of electricity to fry the poor albino beast.

With one of the heavy hitters hopefully taken care of Sylk focused on played a bit defensive for once, calling out her ElecSword on one of her many limbs. While she had hoped the magnet field would keep enemies from making it through she had taken note of the shadow, as well as whatever the hidden virus was, and should they make it through she was ready to cut down as many of them as possible with her blade.


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)

Clone: Moving to head off viruses and draw fire

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


1) No Escape! - Large Magnet terrain (1 tcd)-around self and to the south side of the battle field after druidman starts heading north.
2) [chip=IceDragon2,] @ grab bandits, void
3) Scuttlest Barrier - (200 hp Planar Barrier - 5 TCD) - self
4) Arsenal2Damage: (60 Elec damage) + (15 Elec damage x 4 hits)
Accuracy: A
Description: Fires a large laser beam encircled by four smaller beams.
Duration: Once
Element: Elec
Trader Rank: C
@ Blugon2
5&6) ElecSwordDamage: 80 + Slashing + Wide Attack
Accuracy: B
Description: Creates a sword made of electrical energy, and capable of effective wide slashes. Can hit up to 3 targets per slash with good RP.
Duration: Until Overridden/Broken. Breaks automatically after 3 swings.
Element: Elec
Trader Rank: C
prepped to counter attack anything that gets too close for comfort