This was a secondary concern as, more pressingly, the mechanical virus on the ground moved with a sudden speed; far belying its ancient and dilapidated appearance, the titan rolled forward closing the gap between its resting place and DruidMan even before the navi could finish his own hastening chant. It slammed a fist down at him with enough force to make the ground tremble and send chips of stone scattering everywhere; thankfully, it thundered into the ground just a hair's breadth beside him, rather than the spiking crush it could have been; the sheer force involved might be enough to make even DruidMan feel relieved that it hadn't connected.
No sooner had the druid backed clear of this impact, though, than he manage to look up towards where the sledge had raised its hammer high. A bolt of lighting struck the shaft from a few feet above the virus, charging the weapon up further, before it arced forward, flying out of the statue's hand and right towards him. This one struck DruidMan in the chest squarely, sending him staggering, until he felt dangerously close to the swirling vortex behind him. At that exact moment, however, a sudden blur resolved into the smaller form of a void, standing just in the space between DruidMan and his foes. Its hand came up, followed by a small chuckle, and a pulse of energy that shoved him backwards the rest of the way. Fortunately for DruidMan, the whirlpool itself wasn't strong enough to completely crush him, though the drag still hurt. A blink later, and the Void was gone, while the sledge lifted its hand up and opened its fingers; the hammer reappeared in its fist with another crack of lightning.
While DruidMan took central focus, being the sturdier of the two, and took his beatings for the effort, Sylk was playing to her own strengths, cautiously waiting as stealthily as she could. As soon as DruidMan began to move forward again, to the north to engage the heavy-hitters directly, she shifted the ground around the centre and sent her decoy out to stage a show. Just as the floor was changing, it gave her a good sight of two dark-shadowed circles on the ground flashing across the floor, one moving towards DruidMan and the other moving towards her teasing decoy. The one moving towards DruidMan stopped part way, however, and with a brief yowling sound of frustration, the circle seemed to flicker, becoming a portal of blackness from which a lithe, sleek creature seemed to be trying to claw forward from, its forelimbs struggling against the magnetic panels. The second one flashed across to her clone without stopping and Sylk was able to see it halt directly under the image of herself, before the circle became an inky black portal to somewhere and a mass of writhing, lashing tendrils burst up, encircling her decoy's limbs and binding tightly. There were a few places, she noticed, where the press was too strong, and the tendrils squeezed all the way through a limb, to coil on themselves, but overall the image held, just barely, while the tentacles frisked it in a futile effort.
DruidMan, perhaps unaware that his attack had come close to being equally awkwardly impeded, had rushed ahead, moving up to a space where he was about as near to the Sledge, ahead of him, as the Titan that he had rushed past. The titan began to turn about, but DruidMan was already beginning to burn. The blood dripping shadow warped up behind him, a grizzly expression on its face, before its entire body shifted, the shadows dropping away to reveal a long, wickedly curved dagger that continued to drip as it plunged for the navi's back. The dagger hit, burying itself deeply, but in that moment DruidMan burst forth with his fiery attack, incinerating the hostile spirit while its guard was down and badly scorching both the Titan, and the Sledge in the process as well. The entangling vines smoked and hissed, and seemed to burn away almost completely from them, but while it didn't seem to really affect either virus' hostility, DruidMan might notice that the dark, cursed ground beneath the Sledge now seemed to send dark tendrils up to begin clawing at and encircling the virus again. Small roots were peeking out of the ground, reaching for the char-cleaned viruses, and DruidMan might also notice, himself and Sylk as well.
Up above, the two shrieking bats had finally dithered enough and plunged down towards the melee, hammering out sonic pulses that rang across the tops of the ruins at a painful volume. The majority of the first pulse seemed to be directed at DruidMan himself, though the second Pulsebat swooped for Sylk's restrained clone, before pulling up and flapping for a moment, its head tilting. It repositioned and directed its shriek across the battlefield instead, towards where Sylk herself lurked, while the close proximity of the sound dispersed her decoy more completely, and left the tentacles to fall in on themselves in confusion, then begin feeling all around the edges of the portal for their supposed prey. Sylk managed to shield her senses from the sound wave that came her way, as the bat began to wheel about and climb back towards the ceiling of the cavern.
More importantly, it seemed that the bat was the only one that had really noticed her presence so far, and the spider woman used the opportunity to send her dragon to capitalise on the surprise. It emerged and immediately sent blasts of frost around the battle field, freezing up the searching mass of tendrils to the sound of a pained hiss, as well as striking the second bandit that was still trying to free itself from its magnetic prison. A third shot curled around one piece of ruined masonry to track down the hiding void and a brief viral squeak, followed by a squelch and the tinkle of ice crystals hitting the ground confirmed for Sylk that that target, at least, had been thoroughly removed.
From the centre of the field, the Bluegon turned, the sounds of another dragon enflaming its territorial nature as its white-eyes, blind gaze searched for the intruder on its territory. It unleashed a breath of frigid ice at where it thought the sound had come from; Sylk was the only on near the edge of the attack, and it was simple enough for her to dodge away from, since it had mostly missed her anyway.
Back to the north, Druidman had finished burning the vines and other assorting pieces of his enemies and shook off the remaining molten metal from his blade at whatever was nearby. The Sledge and the Titan both took the hits, though the Sledge, for its part, seemed to take more harm than expected, the dark energy of the panel beneath it affecting it in a way that it hadn't been, before, when it was bound in roots. Even so it seemed to be weathering the damage fairly well. The same attack connected against the Titan, though the hard casing on its body left it dealing substantially less harm than expected. The third glob of molten metal arced high, flying up towards where the many-armed Vishiege waited atop its tower. One of its arms whipped around and batted the attack away, however, while the other two on that side shot out from its body suddenly, diving down at DruidMan in retaliation. One missed, and one hit him, though as the heavy metal limb crunched into his shoulder, he could feel the natural resistance of his body rigidly working against him under the sundering force of the blow. He had barely managed to steady himself, seeing the two launched fists flying back to the virus, as the other three shot out in turn, all hammering at him one after another. Two more connected under the volley of blows, and DruidMan could feel the injuries beginning to pile up.
The Sledge now moved forward, the whole statue lifting up and hovering forward to impose itself directly in front of DruidMan this time. Already weak from heavy blows, DruidMan barely had time to brace himself before the hammer fell, wielded in both hands by the statue to crushing effect. The cracked ground beneath him gave way and as he felt himself suddenly tumbling down, dazed, the ominous tone of his undershirt kicking in resounded through his senses. He hit the bottom of the broken pit roughly, with enough time to see a secondary shock-wave of electricity flood across the top of the hole, missing him where he lay on his back. That was lucky.
Seeing DruidMan drop out o sight from the devastating blow, Sylk did what all wise spiders do in such a situation, and put up an extra layer of defence on herself. DruidMan, meanwhile, wasn't about to take this lying down, even if he was, currently, lying down. He retaliated by drawing in whatever powers he could from the ground around him — though again, there was a sickly dark film to the energy he was drawing here, almost like reaching through an oil slick to get to water. Even so, it came to him, and his fist launched up carrying the druid to his feet before crunching past the sledge above and rising further to fall with force onto the many-armed virus in its tower. DruidMan himself didn't see it, but everyone heard the way that the fist crashed down, obliterating not only the ranged virus but destroying the entire entangled tower and some of the other ancient structures in the process. DruidMan was quite at his limit, but he still packed a punch, it would seem.
Elsewhere, the two bats regained some height over the battlefield while the two dark tendril creatures both pulled back into their respective portals, but the Bluegon had nowhere to go as Sylk locked sights on it next. The dragon was still casting around for the perceived other dragon that was somewhere on its turf, and Sylk blind-sided it with a barrage of electrical shorts that pin-cushioned the virus and tore it apart in moments.
DruidMan sought to spread some fresh growth to the land around them, needing its strength to support his own; the grass that grew was grass, mostly, but it was gnarled and spiky, twisted and stiff, and all around, the unhealthy-looking roots broke the surface and curled back under, like an infestation. The sudden growth lifted Druidman up out of the hole he was in, the gap filling in with fresh soil behind him and attempting to grow over as best it could, but even as he emerged, the Titan, badly damaged but still mobile, rolled across tom him and raised its massive gauntlet arms up to bring a somewhat-overkill double-fisted helm-breaking strike down on him. DruidMan's energy had only just barely started to return to him from the grass around, as the blow made his undershirt tone again and he found himself planted face down in the still soft earth that he had just formed; the amount of damage it must have absorbed for him that time would have been staggering, if he wasn't already severely beaten into the ground.
If this wasn't enough to worry about, the two shadows moved again, with that same sudden sliding. One positioned itself under Sylk, but the spider was ready for it; the tendrils burst up all around her, reaching and grabbing and pressing themselves against her barrier, but before they could take any further hold, she lashed out, cutting the tentacles away from her, to be rewarded with a howl of pain from whatever creature was within the portal; she caught a glimpse of brilliant blue eyes, briefly, before the portal snapped shut, once more seeming to be just a shadow on the ground. The severed tentacles quickly degraded and faded away. The other shadow flashed across the ground to DruidMan as he prepared his last chip for now. The first sweep of his gauntlet obliterated the Titan, the managed to destroy the Sledge at last. As he turned for a third target, though, the mass of tendrils exploded from the ground around him and immediately latched on, snaking about his arms an legs, gripping and squeezing tightly as they began to search him. For the third time in a short space of seconds, the pressure of the tendrils sent him a warning from his undershirt, and with no time to lose, DruidMan directed his third shot down into the portal below him in a sudden conflagration of burning shadows and smouldering grass. When the fire cleared, he was standing on fresh, slightly toasted soil, and the searching tentacles, as well as their shadowy owner, were nowhere to be seen.
Sylk still had her blade ready, and the shadow containing the remaining bandit was easy enough for her to see and watch; aside from that, all that remained here were the pair of bats, though with the condition DruidMan was in right now, even they might pose a threat, if he didn't get himself taken care of quickly.
-=Corrupted Remnants=-
Entangled Sledge V3Sledge V3 (Sledge)
Sledge are a combination of the ElecOgre, Gaia, and Megalian-E viruses. A Sledge looks like a floating Gaia statue carved to look like the chip image of Zeus that holds a Zeus Hammer slung over one shoulder. The viruses use the Zeus Hammer in all of their attacks, and should they throw or lose theirs, they will generate a new one as a free action.
Area: All
HP: 600
Element: Elec
Primary Attack Damage/Effect: (90 Elec + Impact + Break + Panel Break) + (30 Elec + Nova2)
Primary Attack Accuracy: B
Primary Attack Description: Slams enemy with ZeusHammer for extreme damage. Calls down lightning upon nearby foes.
Secondary Attack Damage/Effect: (60 Elec + Impact + Break + Panel Break) + (30 Elec + Blast2)
Secondary Attack Accuracy: C
Secondary Attack Description: Hurls ZeusHammer at enemy. Calls down thunder upon nearby foes when it lands.
Tertiary Attack Damage/Effect: (30 Elec + To-All-Ground) + (30 Elec + To-All-Clause)
Tertiary Attack Accuracy: C
Tertiary Attack Description: ZeusHammer sends thunder wave rolling across the ground and strikes enemies with lightning.
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: This virus has a 80 HP ElecAura that regenerates at the end of every turn.
Special: Floatshoes.
Possible Rewards (Per Virus): ElecReel2, Gaia2, BigHammer2, HammerToss2, ElecAura2, Hammer, Zenny: DELETED
Entangled VishiegeVishiege (Ashuraid)
The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.
Area: Sharo, NAXA
HP: 180
Primary Attack Damage/Effect: 15 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 15 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 15 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle2, Counter2, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.: DELETED
Entangled TitanTitan (Gigas)
The Gigas are a clan of 8 foot tall viruses whose semi-humanoid bodies are made of a durable metal alloy. Gigas lack legs, and instead roll around on a 3 ton solid steel ball 2-feet in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their metal bodies. The Gigas fight with their huge iron fists, which are provided their immese striking power by large barrel-like forearms. Their great-helm-like heads sit directly atop their shoulders with their blocky hinged jaw slanted in a sneer while their neon-red eyes radiate their hatred of all things Navigator. It is speculated that Gigas are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Gigas move at increased speed, but dodge at a slower than average rate. Gigas viruses prefer to pummel the life out of their foes with their bare hands (even though using the ball-and-chain in melee range would be more devastating), but if they find themselves surrounded or at a great distance to their target, they will use the ball-and-chain to perform a HammerToss. If an object blocks their path, they will either send it flying with a GigasArm attack, or smash it to dust before continuing on. Gigas will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occuring terrain for this reason. Only a Gigas' body is damageable. Striking a Gigas' cast iron arms will not damage the virus or the arms themselves, no matter what you hit them with. The Gigas' will not intentionally defend themselves with their arms, as they should be too busy pummeling or hurling something to bother. Do not abuse this.
Area: Sharo, NAXA
HP: 180
Primary Attack Damage/Effect: 60 Null + Break + Impact + Microburst
Primary Attack Accuracy: C
Primary Attack Description: Winds up and smashes the target with a giant iron fist that shatters defenses and sends the victim flying.
Secondary Attack Damage/Effect: 20 Null + Break + Spin Attack / 40 Null + Break
Secondary Attack Accuracy: D / C
Secondary Attack Description: Summons a ball-and-chain, swings it around to build up momentum, and lets fly at the chosen target.
Tertiary Attack Damage/Effect: 60 Null + Break+ Impact + Burial
Tertiary Attack Accuracy: B
Tertiary Attack Description: Smashes the target over the head with an iron hammer-hand strike with enough force to plant them in the ground.
Element: Null
Possible Rewards (Per Virus): GigasArm2 (Rare), HammerToss2, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
Special: Burial: Opponents struck by this effect are forcibly buried in soft terrain types (Mud, Sand, Snow) or submerged in liquid terrain types. Otherwise, the panel is cracked. If the panel is fragile, it becomes broken, and the target falls into the hole. This effect doesn't work if the target is standing on Metal Terrain.: DELETED
PulseBat2PulseBat2 (PulseBat)
Area: ACDC, Okuden Valley, Kotobuki Town, Sharo, NetVegas
HP: 160
Attack Damage/Effect: 70 + Seeking
Attack Accuracy: A
Attack Description: Uses a sonic screech to damage its opponents.
Secondary Attack Effect: EchoLocation
Secondary Attack Description: Launches a sonic pulse to reveal hidden or illusory targets.
Element: None
Possible Rewards (Per Virus): Pulsar2, EchoLocation, Zenny.
Special: Airshoes. If PulseBat hits an object, its attack spreads to up to 8 other targets at half damage while dealing full damage to that object. Every other turn, this virus enters High Altitude (dropdown) status and does not attack. A: 160Hp [Central Area][High Altitude]
PulseBat2PulseBat2 (PulseBat)
Area: ACDC, Okuden Valley, Kotobuki Town, Sharo, NetVegas
HP: 160
Attack Damage/Effect: 70 + Seeking
Attack Accuracy: A
Attack Description: Uses a sonic screech to damage its opponents.
Secondary Attack Effect: EchoLocation
Secondary Attack Description: Launches a sonic pulse to reveal hidden or illusory targets.
Element: None
Possible Rewards (Per Virus): Pulsar2, EchoLocation, Zenny.
Special: Airshoes. If PulseBat hits an object, its attack spreads to up to 8 other targets at half damage while dealing full damage to that object. Every other turn, this virus enters High Altitude (dropdown) status and does not attack. B: 160Hp [Central Area][High Altitude]
RedDevilRedDevil (Shadow)
Shadows do not dodge, and they only move by teleporting before and after attacking an enemy. Shadows have permanent Shadow, except in their bladed weapon forms. Teleporting before and after their attacks does not require an action. Shadow viruses assume the form of bladed weapons when they attack. Shadows attack a single target only each turn, and will attack that target as many times as they have actions. They will only abort their attack if the target is defeated before the turn ends, at which time they will teleport back to their staring position and float there passively until the next turn. The range and reach of their attacks depends upon the type of weapon they become when attacking, and the accuracy of their attack depends on where they attack from. Attacks from in front of the target are C-Rank, sides are B-Rank, and back-attacks are A-Rank.
Area: Sharo, Hades Isle, NetVegas
HP: 160
Primary Attack Damage/Effect: 45 Null + Variable Range Attack + Slashing
Primary Attack Accuracy: A (Back), B (Sides), or C (Front)
Primary Attack Description: Attacks enemy in the form of various weapons. Daggers have 1 panel reach. Axes swing in an arc through a vertical space before attacking the target. Lances have Long Attack. Swords have Wide Attack.
Secondary Attack Damage/Effect: 45 Null + Slashing + Piercing + Line Attack
Secondary Attack Accuracy: B
Secondary Attack Description: Powerfully slashes the air in front of it to create a penetrating energy shock wave.
Element: None.
Possible Rewards (Per Virus): Shadow2, SonicBlade2, Zenny
Special: Permanent Shadow status, except when attacking. Not even being hit by Slashing or Beam attacks causes this virus to lose this effect.
Special: Moves by Teleporting. This is not treated as a formal Teleport, and does not confer any bonuses.: DELETED
GrabBandit V3GrabBandit V3 (GrabBandit)
Navis without access to a useful amount of Slashing damage may struggle with the higher tier versions of this virus. Good RP is a perfectly good substitute in most cases, however the increasing shadow capabilities of the virus can prove problematic without. Check your target's arsenal before deploying this virus and consider carefully about doing so if their access to slashing is limited. Despite this, it should also be noted that this is not a particularly strong virus on its own, either in relative HP, or in offensive capabilities; it doesn't like the spotlight and will not fare well if deployed as the 'centre stage' focus of a battle.
For the most part, GrabBandit's prefer to remain hidden and the full extent of their actual form is hard to tell. Scattered reports have claimed that, when completely out of their shadow portals, the GrabBandit actually resembles a bandcoon, only larger, longer of body, sleek and lither, and seemingly made of solid shadow, with dazzling blue glows where its eyes should be. These stories also report that it sports a writhing forest of very long black tendrils that sprout from its back and wave about with a sentience of their own.
It appears quite nimble when on land, however the virus often moves within a ground-based portal, hidden from sight. When the portal is closed, with the GrabBandit inside, a shadow remains visible on the ground, a circle of roughly one panel, that heralds where the virus is. The portal shadow appears to move with great speed and precision, but only when it is not directly beneath a target. It flashes across the ground to rest directly under a new target, and the GrabBandit will generally attempt to attack that target right away, if it can. When fully out of the portal it is revealed to be, or at least to act as, the virus' own shadow.
In combat, they attempt to ensnare victims by means of opening the portal beneath their target and binding them quickly with a mass of black, shadowy vines. The portals can open to quite a wide size, depending on their target. Nothing but the GrabBandit can pass into or out of the portals, even while they are 'open'; even if one should be opened wide enough to leave a victim standing effectively on black empty space, it will seem like perfectly solid ground underfoot. Seeking attacks seem to disrupt the portal space, and eject the meta-virus back to normal netspace. Looking into a portal reveals only inky blackness, though very occasionally a flash of blue eye-glows might be glimpsed... Looking directly into an open portal is probably a bad idea anyway.
If the virus manages to bind a victim, a large pair Bandcoon paws, seemingly unattached to anything, rise out of the portal as well, and, accompanied by any spare tendrils or vines, perform a pat-down and search of its immobilised target, seeking recent chip data to steal and use. If, however, the GrabBandit is unable to use its vines, it will instead emerge from its portal in an effort to fully scope out the battlefield, moving defensively and attempting to ensure all targets are in its field of vision at once. As a defence mechanism, the GrabBandit appears to be able to flare the glows of its eyes brightly enough to bath the surrounding area in an over-powering blue light. It does this in a brief flash, fierce enough to leave victims dazzled and blinded, and even causing physical pain to those close by, before retreating into its portal again.
Between its defensive nature, and the efficiency of its movements while hidden, this virus has never been known to dodge or evade attackers, except by coincidence. Even when fully exposed it is usually far more interested in getting out of the spotlight quickly, or retreating into its portal again. Despite its shadowy appearance, the virus itself is solid enough that it does not count as being actually shadowed, though stronger variants of the virus have thrown this into question.
Area: All
HP: 410
Element: Null
Primary Attack Damage: 30 Null + Bind
Primary Attack Accuracy: A
Primary Attack Description: Opens a portal beneath a target, attempting to bind it with a sudden explosion of alarmingly sentient shadowy vines. If it fails to bind its target, or if its target escapes without severing the vines, the tendrils continue to reach all around for a victim, remaining vulnerable. Bursting up and Binding is one action, withdrawing requires another. If successful, the virus does not need to expend additional actions to maintain the bind, however it cannot move to another location as long as it is holding a bind. The virus may choose to disengage the bind at any point, and withdraw.
Secondary Attack Effect: Chip Steal + 1/2 Chip Use
Secondary Attack Accuracy: B (A if against a target afflicted with Bind)
Secondary Attack Description: GrabBandits will generally attempt to use this on foes that they have successfully bound, however they are capable of attempting to steal the chips of unrestrained targets at reduced accuracy as well. They prefer to bind before searching. Against a bound target, two large, disembodied Bandcoon paws, along with sundry spare vines, rise from the portal and begin to pat down and otherwise search a bound victim, trying to steal the chip data of a chip that its victim had selected to use that turn. If attempting to steal from an unbound target, the virus will pounce bodily out of its portal in an effort to pin and then frisk its target with unnervingly nimble and dexterous fore-paws. If its tentacles are intact, they will assist the search. If it successfully steals chip data, it may then use it as a free action. Recovery chips are used at full power, while all other types are used only at 1/2 of normal, rounding down to the nearest 5.
Tertiary Attack Damage: 25 + Nova2, Blind1 + To-All (Absolute, Excluding Self),
Tertiary Attack Accuracy: B Damage/S Blind
Tertiary Attack Description: The GrabBandit will only use this attack if it cannot use its vines at the beginning of its turn. The portal will reposition away from any specific target, and the GrabBandit will emerge fully. After scouting the field for a moment, it will show some sign of aggression, usually a snarl or a hiss, towards its foes and then the two bright blue glows that serve as its eyes will flare up into a brilliant flash of blue light, covering the field for a moment and dazzling the vision of everything around it, regardless of friend or foe. Those closest to the flare may feel it as physically painful.
Special: Bind: This is a virus-only form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. Bind is cancelled by attacking the source with Slashing damage, or spending one or more actions to escape with good RP quality. Bound players may attack the vines with non-slashing attacks for normal damage, but this will not free them unless they destroy the virus. Unlike a regular withdrawal, which requires an action from the virus, if the vines are severed, the virus withdraws immediately.
Special: Slashing damage against the vines at any point will sever them from the portal temporarily, and prevent the GrabBandit (if it survives) from using them at all until the next turn, while they regenerate. Severed vines immediately disintegrate, and do not count as an attackable target after they have been cut.
Special: Spends much time hidden in its portal, although there is almost always an attackable portion outside. Exceptional or clever RP may find ways to draw a GrabBandit completely from its portal against its will, leaving it exposed. Any visible part of the virus may be attacked for damage at any time, but attacks may not pass into the portal. Seeking attacks directed against the portal surface will disrupt the portal and cause the virus to displace back to the normal netspace, taking 50 Null damage.
Special: One Time Only, GrabBandit may use Shadow2 as a Free Action. If at any point it emerges fully from its portal and has not yet used this, it will do so then.
Possible Rewards (Per Virus): Rope2, Blinder, PickPocket (Rare), AreaGrab, Shadow2 A: 66Hp [Portal shadow is visible next to Sylk][Grass]
GrabBandit V3GrabBandit V3 (GrabBandit)
Navis without access to a useful amount of Slashing damage may struggle with the higher tier versions of this virus. Good RP is a perfectly good substitute in most cases, however the increasing shadow capabilities of the virus can prove problematic without. Check your target's arsenal before deploying this virus and consider carefully about doing so if their access to slashing is limited. Despite this, it should also be noted that this is not a particularly strong virus on its own, either in relative HP, or in offensive capabilities; it doesn't like the spotlight and will not fare well if deployed as the 'centre stage' focus of a battle.
For the most part, GrabBandit's prefer to remain hidden and the full extent of their actual form is hard to tell. Scattered reports have claimed that, when completely out of their shadow portals, the GrabBandit actually resembles a bandcoon, only larger, longer of body, sleek and lither, and seemingly made of solid shadow, with dazzling blue glows where its eyes should be. These stories also report that it sports a writhing forest of very long black tendrils that sprout from its back and wave about with a sentience of their own.
It appears quite nimble when on land, however the virus often moves within a ground-based portal, hidden from sight. When the portal is closed, with the GrabBandit inside, a shadow remains visible on the ground, a circle of roughly one panel, that heralds where the virus is. The portal shadow appears to move with great speed and precision, but only when it is not directly beneath a target. It flashes across the ground to rest directly under a new target, and the GrabBandit will generally attempt to attack that target right away, if it can. When fully out of the portal it is revealed to be, or at least to act as, the virus' own shadow.
In combat, they attempt to ensnare victims by means of opening the portal beneath their target and binding them quickly with a mass of black, shadowy vines. The portals can open to quite a wide size, depending on their target. Nothing but the GrabBandit can pass into or out of the portals, even while they are 'open'; even if one should be opened wide enough to leave a victim standing effectively on black empty space, it will seem like perfectly solid ground underfoot. Seeking attacks seem to disrupt the portal space, and eject the meta-virus back to normal netspace. Looking into a portal reveals only inky blackness, though very occasionally a flash of blue eye-glows might be glimpsed... Looking directly into an open portal is probably a bad idea anyway.
If the virus manages to bind a victim, a large pair Bandcoon paws, seemingly unattached to anything, rise out of the portal as well, and, accompanied by any spare tendrils or vines, perform a pat-down and search of its immobilised target, seeking recent chip data to steal and use. If, however, the GrabBandit is unable to use its vines, it will instead emerge from its portal in an effort to fully scope out the battlefield, moving defensively and attempting to ensure all targets are in its field of vision at once. As a defence mechanism, the GrabBandit appears to be able to flare the glows of its eyes brightly enough to bath the surrounding area in an over-powering blue light. It does this in a brief flash, fierce enough to leave victims dazzled and blinded, and even causing physical pain to those close by, before retreating into its portal again.
Between its defensive nature, and the efficiency of its movements while hidden, this virus has never been known to dodge or evade attackers, except by coincidence. Even when fully exposed it is usually far more interested in getting out of the spotlight quickly, or retreating into its portal again. Despite its shadowy appearance, the virus itself is solid enough that it does not count as being actually shadowed, though stronger variants of the virus have thrown this into question.
Area: All
HP: 410
Element: Null
Primary Attack Damage: 30 Null + Bind
Primary Attack Accuracy: A
Primary Attack Description: Opens a portal beneath a target, attempting to bind it with a sudden explosion of alarmingly sentient shadowy vines. If it fails to bind its target, or if its target escapes without severing the vines, the tendrils continue to reach all around for a victim, remaining vulnerable. Bursting up and Binding is one action, withdrawing requires another. If successful, the virus does not need to expend additional actions to maintain the bind, however it cannot move to another location as long as it is holding a bind. The virus may choose to disengage the bind at any point, and withdraw.
Secondary Attack Effect: Chip Steal + 1/2 Chip Use
Secondary Attack Accuracy: B (A if against a target afflicted with Bind)
Secondary Attack Description: GrabBandits will generally attempt to use this on foes that they have successfully bound, however they are capable of attempting to steal the chips of unrestrained targets at reduced accuracy as well. They prefer to bind before searching. Against a bound target, two large, disembodied Bandcoon paws, along with sundry spare vines, rise from the portal and begin to pat down and otherwise search a bound victim, trying to steal the chip data of a chip that its victim had selected to use that turn. If attempting to steal from an unbound target, the virus will pounce bodily out of its portal in an effort to pin and then frisk its target with unnervingly nimble and dexterous fore-paws. If its tentacles are intact, they will assist the search. If it successfully steals chip data, it may then use it as a free action. Recovery chips are used at full power, while all other types are used only at 1/2 of normal, rounding down to the nearest 5.
Tertiary Attack Damage: 25 + Nova2, Blind1 + To-All (Absolute, Excluding Self),
Tertiary Attack Accuracy: B Damage/S Blind
Tertiary Attack Description: The GrabBandit will only use this attack if it cannot use its vines at the beginning of its turn. The portal will reposition away from any specific target, and the GrabBandit will emerge fully. After scouting the field for a moment, it will show some sign of aggression, usually a snarl or a hiss, towards its foes and then the two bright blue glows that serve as its eyes will flare up into a brilliant flash of blue light, covering the field for a moment and dazzling the vision of everything around it, regardless of friend or foe. Those closest to the flare may feel it as physically painful.
Special: Bind: This is a virus-only form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. Bind is cancelled by attacking the source with Slashing damage, or spending one or more actions to escape with good RP quality. Bound players may attack the vines with non-slashing attacks for normal damage, but this will not free them unless they destroy the virus. Unlike a regular withdrawal, which requires an action from the virus, if the vines are severed, the virus withdraws immediately.
Special: Slashing damage against the vines at any point will sever them from the portal temporarily, and prevent the GrabBandit (if it survives) from using them at all until the next turn, while they regenerate. Severed vines immediately disintegrate, and do not count as an attackable target after they have been cut.
Special: Spends much time hidden in its portal, although there is almost always an attackable portion outside. Exceptional or clever RP may find ways to draw a GrabBandit completely from its portal against its will, leaving it exposed. Any visible part of the virus may be attacked for damage at any time, but attacks may not pass into the portal. Seeking attacks directed against the portal surface will disrupt the portal and cause the virus to displace back to the normal netspace, taking 50 Null damage.
Special: One Time Only, GrabBandit may use Shadow2 as a Free Action. If at any point it emerges fully from its portal and has not yet used this, it will do so then.
Possible Rewards (Per Virus): Rope2, Blinder, PickPocket (Rare), AreaGrab, Shadow2 B: DELETED
VoidVoid (Null&Void)
Null&Void viruses are extremely dangerous top tier viruses. No player should encounter one until at least battle 6. Null&Void viruses move and dodge at an average rate by walking normally, but they also teleport before and after executing their melee attack. They regenerate half of their HP every action and their vortexes have the ability to instantly destroy objects and EJO or delete victims instantly with Gravity Crush. Their strategy revolves entirely around forcing an enemy into a vortex, and their attack choices will always be something that furthers that goal if possible. If not, they will settle for using objects and the terrain to damage or hinder the enemy. They are intelligent enough to use their abilities to cause a great deal more havoc than the average virus.
Area: Sharo, NAXA
HP: 160
Primary Attack Damage/Effect: Set 2x Panel Trap: (30 Aqua + Gravity Crush 100 + Object Erasure)
Primary Attack Accuracy: E
Primary Attack Description: Automatically creates two whirlpools on the field. Each whirlpool takes up one panel, and remains there until either something moves into it or until the end of the turn, whichever comes first. This attack may only be executed once per turn at the beginning of every turn, and does not require an action on the part of the virus. Whirlpools never appear over Missing Terrain and cannot be summoned on Broken Terrain. Terrain changes have no effect on whirlpools, at all, as they have been known to float in mid air over even Broken Panels once they have been summoned.
Secondary Attack Damage/Effect: (Teleport) then (30 Aqua + Impact + Knockback)
Secondary Attack Accuracy: B
Secondary Attack Description: Teleports next to an enemy or object, and pushes them suddenly. If it is an enemy, they will try to push them into the nearest Whirlpool, or at least towards it. If it is an Object, the virus will push it at the nearest enemy. They teleport back to their starting position after the attack ends.
Tertiary Attack Damage/Effect: 30 Aqua + Piercing + Altitude Change
Tertiary Attack Accuracy: D
Tertiary Attack Description: Generates a gravity ball and throws it in a straight line. The gravity ball travels slowly, but will pass through anything that stands in its path. It also forces enemies in High Altitude and Burrowed/Submerged enemies to ground level, regardless of their position on the field.
Element: Aqua
Possible Rewards (Per Virus): GravityHold2, Vortex (Rare), Zenny
Special: Gravity Crush: Instantly defeats any target with HP at or below the numeric value. Undershirt will not prevent this effect from working. If the target would survive Gravity Crush damage, they instead only take the base Aqua damage.
Special: Object Erasure: Instantly destroys Objects on contact.
Special: Altitude Change: Forces all battle participants out of High Altitude or Submerged status, regardless of whether or not it hits them. This effect cannot be avoided.
Special: Regen(80): This virus regenerates 80 HP per action.: DELETED
Bluegon2Bluegon2 (Bluegon)
Bluegons do not appear before Battle 6. They are extremely territorial among their own kind, so only one HoleDragon can appear per battle. Because they live among holes, they cannot appear without at least 5% Missing terrain.
Area: Sharo
HP: 290
Primary Attack Damage/Effect: 60 Aqua + Wide Attack
Primary Attack Accuracy: A
Primary Attack Description: Exhales a wide stream of ice breath.
Secondary Attack Damage/Effect: 70 Aqua + Knockback + Ground Attack
Secondary Attack Accuracy: C
Secondary Attack Description: Creates a wave of ice water that crashes into an enemy.
Element: Aqua
Possible Rewards (Per Virus): WaterStream (Rare), IceDragon2 (Rare), Zenny
Special: As this virus is always in a hole, it is immune to all Ground attacks.
Special: While this virus will never leave holes, it may still swerve to avoid attacks.
Special: This virus can use an action to duck inside its hole. This counts as a dodge. It may reemerge from that same hole, or a different hole on the battlefield, as a free action afterward.: DELETED
-=Navis=-
Sylk.Exe: 200Hp [Grass][170Hp Planar Barrier (Wood)]
DruidMan.Exe: 1Hp [Soil]
-=Terrain=-
30% Magnet
- Non-Elec Elementals get -30% Evasion, and 50% (+/- 25% RP) chance to fail movement off the panel.
- Only Elec Elementals can burrow.
- Wood attacks: Change terrain hit to Normal.
- PanelShot: Imbue Elec + Seeking.
20% Grass
- Wood Elementals get +5 HP/action.
- Fire attacks: +100% Source Damage, change terrain hit to Soil.
- PanelShot: Imbue Wood.
10% Poison
- -10 HP/action standing, -20 HP/action submerged.
- Zombie nullifies damage, heals 10 HP/action on contact.
- Cannot be in Sigs.
- PanelShot: Poison(20).
10% Cracked
- Changes to Broken when stepped on, chance to fall in when triggered.
- Burrow: Change terrain to Broken, Null 50 to burrower.
- Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
- PanelShot: Splash1.
10% Cursed
- Doubles Final Damage.
- Cannot be in Sigs.
- PanelShot: Converts attack to Self-Damage.
5% Soil
- Wood Elementals get +10% Evasion.
- Wood attacks: +100% Source Damage, change terrain hit to Grass.
- 100 Damage Aqua attacks: Change terrain hit to Mud.
- 100 Damage Fire attacks: change terrain hit to Coal.
- PanelShot: Imbue Wood.
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: DESTROYED
Entangled Tower: DESTROYED
Climbing on Ruined structures counts as Normal terrain, for calculation purposes.
Climbing on Entangled structures counts as Cursed terrain, for calculation purposes
NOTE: Cursed terrain does not appear to be negatively affecting Entangled Viruses!