Board Thread:Adventure RP Games/@comment-35195751-20200129012340

Please refer to the rules below to create your character:

[//danganronparoleplaystuff.fandom.com/wiki/User_blog:TheLastHappyPotato/Heroes_and_Villains https://danganronparoleplaystuff.fandom.com/wiki/User_blog:TheLastHappyPotato/Heroes_and_Villains]

Party Inventory

- 60 pieces of gold (Worth $1 each)

- 2 Cold Gems (Worth $50 each, and grant a power to their users)

- Black Cloak (1 use, grants +500 health to the user for 1 floor)

- Zee's Wolf Talisman (Turns the user into a Wolf under Zee's Control)

- Mech-Remote (Allows one to enter and exit the mech as needed)

- 1 Yellow Staff (Grants Drain/Fear based powers based on the amount of power the equipper has)

- 5 Demigod Artifacts: If one chooses to let the Artifacts leech their blood, one can sacrifice some of their stat points to enhance one of their power/passives (Or 5 of their stat points to gain a power/passive)

- Weird Mysterious Demonic Diamond: (Given to Bam-Rang by Demonic Ayamisa. They claim that using it will summon them)

- 6 Energy pills (Ingester regains 5 health and has a 100% chance of 2 cooldowns on the next turn they take). Can be ingested as a turn in combat.

- 5 Red energy pills (Recieved by the Merchant. Seem to function the same as the regular energy pills). Can be ingested as a turn in combat.

- 25 Pink Potions of Healing (Heals the ingester by 5)

- 4 Medical Kits: One may use an action to expend this. The user may heal one character by 10.

- 10 Chill pills: This pill freezes whoever ingests it. The Ingester may reduce one cooldown by 1 of their choice.

- Reanimator Syringe: May be used to ressurect an ally

- 3 mysterious vials

- 1 Mech Remote (Allows one to enter the Mech without using Telekenisis)

- 32 Robes of Devotion (These Robes reform and reshape themselves to represent devotion to whatever the user follows. When worn, the user cannot take damage from anything that would do more than 5 damage. The user subtracts 20 points from their stats however...)

- 0 pieces of scrap metal

- $1567

- Contract that the team must make it to floor 20+ or Ito will be revived and enslaved... FOREVER!

- Contract that the Intern Minions work for them. Stats for the Minions

- A profile of all players to be on the team. [https://danganronparoleplaystuff.fandom.com/wiki/User_blog:TheLastHappyPotato/All_Characters,_Heroes_and_Villains. Here it is]

Name: Ayamisa

Background: ''A young cheerful lady who is actually the leader of a cult that believes that suffering is the only way to receive a wonderful afterlife. For years she has searched for her god and convinced herself that she is her god's daughter incarnate. One day, she found out that she had powers when she cut herself with a cross made from 100% diamonds. Her powers match her insane beliefs but she knows not to tell ordinary people what her powers are and what they represent. After all, keeping a secret is stress and suffering in itself and the only reason she is here is to inflict suffering to the kidnapper(s).''

Stats:

HP - 31 (124)

Attack - 0 (0)

Defense - 0

Power Source - 25 (25)

Speed - 7

Powers:

Name: Ayamisa Magista

Background: ''A young cheerful lady who is actually the leader of a cult that believes that suffering is the only way to receive a wonderful afterlife. For years she has searched for her god and convinced herself that she is her god's daughter incarnate. One day, she found out that she had powers when she cut herself with a cross made from 100% diamonds. Her powers match her insane beliefs but she knows not to tell ordinary people what her powers are and what they represent. After all, keeping a secret is stress and suffering in itself and the only reason she is here is to inflict suffering to the kidnapper(s).''

Stats:

HP - 16 (64)

Attack - 0 (0)

Defense - 0

Power Source - 21 (21)

Speed - 1

Powers:

Diamond Cross: Ayamisa cuts herself with her diamond cross, dealing 30% of her current HP as damage to herself. (3 turn cooldown)

Scarlet Letters: Ayamisa transforms her blood into a word and launches it at an enemy, dealing 30% of her missing HP +1 as damage and giving them a status of her choice. If she has less than 30% of her Max HP, she can give two statuses. (4 turn cooldown)

Book of Salvation: Ayamisa discovers a fleeting light of salvation and removes all statuses from herself except Drained, Vengeful, and Final Stand. She also heals 50% of her missing HP and takes another turn if she heals when she was under a third of her Max HP. (6 turn cooldown)

Cage of Suffering: Ayamisa takes the enemy's suffering and surrounds them with it, dealing 2 damage to them for every status (except Vengeful and Final Stand) that they have along with 30% of their missing HP +1. (6 turn cooldown)

Divine Retribution: Ayamisa shoots a powerful unrelenting strike of revenge at an enemy, dealing 40% of her missing HP +1 as damage. The percentage increases by 10 for every ally that has no HP left. (4 turn cooldown)

Her Incarnation: Ayamisa transforms into a seraph, the daughter of her god. For the next 3 turns, all percentages of her powers are increased by 10, she cannot go under 1 HP, the first power she uses will not go on cooldown, and she can, once during those 3 turns, take two actions. After that, she receives the Drained status on all powers that aren't on cooldown. (10 turn cooldown)

Cult Altars: Ayamisa summons a cult altar. Cult Altars have 25 HP and do nothing. Cult Altars heal 4 HP at the end of each round for each Cult Altar alive and cannot be healed by anybody else. (4 turn cooldown)

Sacrificial Circle: Ayamisa destroys any amount of Cult Altars and deals (amount of Cult Altars destroyed squared) damage to anybody she wishes (she can split up the damage). (4 turn cooldown)

Ascend to Heaven: Ayamisa ascends an ally to a divine realm, healing them by 4x HP but they will be stunned for x turns. (X-1 turn cooldown)

Wrath Sanction: Ayamisa punishes an enemy for not harming her, dealing 10 damage to them. This is only usable on enemies who haven't harmed her yet. (2 turn cooldown)

Sacred Scroll: Ayamissa throws a piece of a scroll at an enemy which proceeds to cause them to scream in agony. The enemy gains 3 Attack but Ayamissa decides on what they do on their next turn. (10 turn cooldown)

Spirit Link: Ayamissa links the souls of an ally and an enemy. All damage dealt to that enemy will heal the ally by half that amount. This lasts until the end of the next round. (5 Turn Cooldown)

(From Magical Gem) Cooling Gem: Ayamisa's Gem exhales an Icy breath upon it's wielder. Ayamisa is frozen, but all of Ayamissa's powers regain a turn of cooldown. (5 turn cooldown)

(From Magical Gem) Snow Gem: Ayamisa's Gem exhales an Icy breath upon it's wielder. Ayamisa is frozen, but all of Ayamissa's powers regain a turn of cooldown. (5 turn cooldown)

Passives:

(From Hot-Tub Vial Mixing) Exertion: Ayamissa can put one of her powers on cooldown without using it to gain an extra turn. Ayamissa may do this until she runs out of powers.

Name: Wolfi ( Creativity 100 Amirite )

Backstory: Some sort of mage or something, no one knows. Really, anything could be possible. Heck, they could have just bought their various weapons off of some garage sale, for all anyone knows.

Stats:

HP - 10 (40)

Attack - 2 (4)

Defense - 17 (8)

Power Source - 15 (15)

Speed - 10

Powers:

Lunar Flare: Wolfi attacks an enemy, dealing 1 damage 8 times over. This will only count once towards the Nebula Orbs passive. (1 turn cooldown)

Nebula Arcanum: Wolfi summons a "Nebula Arcanum" entity (8 turn cooldown)

Last Prism: Wolfi deals 8 damage to every enemy in the floor. Inflicts the Drained status on Wolfi. (2 turn cooldown)

Nebula Blaze: Wolfi deals 10 damage to a target, with a 20% chance of "critting" and dealing 3x the damage. (3 turn cooldown)

Resurrection: Wolfi brings a defeated ally back with 50% health (5 turn cooldown)

Apocalypse: Wolfi brings back every ally defeated on the floor Wolfi is on. (15 turn cooldown)

Passives:

Powered Armor: Wolfi's defence applies to powers.

Necromancy Staff: The first time Wolfi is defeated on any floor, he is resurrected as if he used resurrection on himself. This does not put resurrection on cooldown.

Divine failsafe: The Staff will instantly teleport it’s user into the center of the sun if they directly attack a member of the Greek god pantheon.

Mana Flower (Passive): Every 5th Power Point Wolfi uses will reduce all ability cooldowns by 1 as opposed to just 1 ability

Nebula Orbs: Every time Wolfi Attacks, the target of Wolfi's attack is given 1 of 3 stackable Nebula Orbs. These Orbs are permanent until the target is attacked. Multiple Orbs hitting the same target will increase the power level of whatever Orb is currently there.

The Orb causes the person who attacked the enemy with said Orb to gain a Nebula Orb buff, which temporarily increases a stat for them

Each Orb lasts (2 x Orb level) turns Celestial Stone - Wolfi gains a "few" minor effects. He may choose which one is active at the start of each of his turns:
 * 1) Defense Orb- Increases a recipient's defense by (2 x Orb level)
 * 2) Attack Orb- Increases a recipient's Attack & Power source by (1 x level)
 * 3) Health Orb- Allows a recipient to regain (2 HP x Orb level) at the end of their turns
 * Wolfi may automatically basic attack an opponent of their choice at the end of each round.
 * Wolfi deals 1 extra damage on basic attacks & abilities. Defense applies to this extra damage on abilities (for example, if Wolfi were to use Lunar Flare on someone with 2 defense, it would only deal 8 damage [as opposed to 16] due to the extra damage being reduced. If Wolfi were to use Lunar Flare on someone with 4 defense, it would still deal 8 damage, as the extra defense wouldn't carry on to the base damage). This applies to the Nebula Arcanum.
 * Wolfi has a 2% chance to crit on abilities, dealing 2.5x the damage. Basic Attacks & the Nebula Blaze ability gain a +2% to crit chances. This applies to the Nebula Arcanum.
 * Wolfi automatically regenerates 1 HP/turn.
 * Wolfi gains +4 defense towards Basic Attacks (basically, they gain +4 Defense that the Power Armor passive doesn't apply to).

Name: Jack Driver (Leader)

Background: He lived a normal life until 13, when he learned that he could bend space and time. He uses his powers for good, sometimes for amusement, eh, but who cares.

Stats:

HP - 7 (28)

Attack - 5 (10)

Defense - 13 (6)

Power Source - 8 (8)

Speed - 18

Powers:

Time Warp: Changes a player's health, stats, cooldowns, and effects to x turns ago (you choose x), as long as x is less that the number of turns of the encounter (can't send stuff to the first round when they would be literally untouched). (3 turn cooldown)

Supernova: Implode 2 enemies, then throw them back out. All of their stats will be halved for 5 rounds. (7 turn cooldown)

Telekinesis: Use any power that a hero or other character on Jack's floor has and use it on yourself or another hero/villain. If they have a cooldown, still doesn't matter. (Cooldown is the same as the power's normal cooldown)

Spacetime Crush: Jack crushes an opponent in space-time, giving them an 80% chance to apply all negative statuses on them, but a 20% chance to heal them by 1/4 of their HP. (6 turn cooldown)

Fear Incarnate: Jack's inner fear is unleashed as he transforms into something incomprehensably horrifying for 3 turns. Everything becomes scared of him, including himself for the duration. Every time Jack uses a Power or attacks a creature, they become drained. When this wears off, Jack is unable to be scared by anyone but himself for the rest of the floor, and is drained. (8 turn cooldown)

Manipulatable grey matter: Jack Forces a target to do something. Some opponents may be immune, and this may not be used to force an opponent to kill themselves or an ally (10 turn cooldown)

Water Talisman: Jack can control an Water elemental to do his bidding with this, but he doesn't know what exactly it can do. The Talismans seem to put whoever uses them to sleep though. (?) Cooldown)

Fire Talisman: Jack can control an Fire elemental to do his bidding with this, but he doesn't know what exactly it can do. The Talismans seem to put whoever uses them to sleep though. (?) Cooldown)

Mech Suit: Jack must use Telekenisis to activate his suit or take it off, putting Telekenisis on 4 more turns of cooldown. While in the suit, Jack gains 10 defence and +3 attack. Jack starts each fight with the suit off, as it's rather hard to fit through doors without serious folding.

Smash (Usable only in the suit): Jack Smashes an opponent, dealing 20 damage to them. (6 turn cooldown)

Flight (Usable only in the suit): Jack flies in the air for 2 turns, and then falls on an opponent on his third. The opponent Jack lands on will take 5 damage and is automatically crit by basic attacks until the Opponent's next turn. (5 turn cooldown)

Passive:

Reflex: If Jack's HP is over 20, you will have a 40% chance you will send the attack through themself, therefore dodging it.

Timely Strength: Multiplying his strength, Jack's crit will do x4 damage instead of 2.5x, and the target will be injured. Jack's basic attack will be drained for 2 turns after this goes into effect.

(From Hot-Tub Vial Mixing) Exertion: Jack can put one of his powers on cooldown without using it to gain an extra turn. Jack may do this until he runs out of powers.

Name: Kazien, the Absolute Light

Stats:

HP - 5 (20)

Attack - 30 (60)

Defense - 0 (0)

Power - 2 (2)

Speed - 10

Powers:

Punish Evil: Kazien disables the passive of an opponent who has harmed one of his allies for two of that opponent's turns. (3 turn cooldown)

Perfect Light: Kazien heals all his teammates equal to the amount of enemies who have done damage to them on that floor multiplied by 6. All damage counters are reset (as if no enemies have done any damage that floor). (Cooldown equal to 1/3 of the highest amount healed)

Fist of God: Kazien deals damage to an enemy equal to the total damage they have done to Kazien's teammates. (8 turn cooldown)

Heaven's Judgment: Kazien does deals 20 damage to an enemy x times, where x is the number of his allies that they've hurt. (Cooldown is 4 times the number of attacks + 2)

All Heaven's Angels: Kazien deals 100 damage to a target that has killed one of his teammates. This damage cannot be blocked, reduced, or dodged, even if the target is completely invlunerable, and even if the target has an effect that nullifies abilities that ignore damage reduction. Once per floor, and Kazien is stunned for [host chooses] turns after use.

There is only light and darkness: Kazien deals damage to everyone except himself equal to 1/2 the total damage they have dealt to anyone except for themselves on that floor. Healing counts as negative damage. One use per floor, stuns Kaizen for 3 turns, and cannot be used once All Heaven's Angels has and vice versa.

Passives:

Purity of Light: Kazien takes no damage from Basic attacks and is unaffected by status conditions.

Calling of Heaven: Kazien cannot target enemies that have not done damage to his teammates.

Angel's Fury: Kazien gains 1 Attack whenever an ally takes damage and gains +6 attack toward the killer whenever an ally dies. Allies do not randomly gain Vengeance while Kazien is concious

Piercing Blade: Kazien's attack cannot crit but goes through Defense.

Protective Bubble: Kazien is surrounded by a bubble of Holy Oil that protects him. While Kazien has the bubble, he is immune to being frozen, has +10 defence and his defense applies to spells. However, the bubble takes damage equal to 1/4 the damage Kazien is dealt from direct attacks/powers, as oil scrapes off, and it stops being effective when it takes 25 or more damage and is scraped off. In addition, while he has the bubble, if he is ever (SOMEHOW) set on fire, the fire lasts for 5 rounds and is treated as though he were covered in oil. If the bubble is fully scraped away, it regrows in 6 turns.

Name - Bam-Rang

Background - ''Bam-Rang is a hunter from the wild. He deems himself the guy to take care of the ecosystem when Mother Nature just won't do. So, he seeks out the more dangerous animals and works to take them down. He's usually better with an ally, and unfortunately his allies happened to be the guys taken to the tower. So, he works to take them back, boomerang in hand.''

HP - 7 (28)

Attack - 5 (10) [8 (16) in mech]

Defense - 3 (1) [13 (6) in mech]

Power Source - 10 (10)

Speed - 8

Powers

Caltrops - Bam-Rang lays a trap around an ally of his choice. When this trap is set, there's a (Powers)% chance that when an enemy attacks said ally, the enemy will be intercepted for damage equal to Bam-Rang's attack. Lasts for 3 turns. (2 turn cooldown)

Boomerang Pass - Bam-Rang tosses his boomerang into the hands of an ally. When this is done, said ally will immediately basic attack an enemy of Bam-Rang's choice. This allows the ally to deal their basic-damage to an enemy during Bam-Rang's turn, and the ally will gain an additional turn when they take their next turn. (5 turn cooldown)

Whirlwind Boomerang - Bam-Rang tosses his boomerang, and it seems to stay in place as it repeatedly beats enemies, dealing 4-8 hits of basic damage. (7 turn cooldown)

Cooling Winds - Bam-Rang spins his boomerang to generate cooling winds. He targets 3 allies, and reduces one of each of their cooldowns by 2 (8 turn cooldown)

(From Magical Gem) Cooling Gem: Bam-Rang's Gem exhales an Icy breath upon it's wielder. Ayamisa is frozen, but all of Ayamissa's powers regain a turn of cooldown. (5 turn cooldown)

Smash (Usable only in the Mech suit): Bam-Rang Smashes an opponent, dealing 20 damage to them. (6 turn cooldown)

Flight: (Usable only in the Mech suit) Bam-Rang flies in the air for 2 turns, and then falls on an opponent on his third. The opponent Bam-Rang lands on will take 5 damage and is automatically crit by basic attacks until the Opponent's next turn. (5 turn cooldown)

Passive

Poison Resistance - Bam-Rang's trained himself with a few animals. Especially a few venomous animals. As such, he's developed a resistance to certain poisoning. If an enemy attempts to poison Bam-Rang, there's a (Defense * 2)% chance he won't get poisoned.

Boomerang-Back - Bam-Rang tosses his boomerang for attacks. So when he throws his weapon at a foe, there's a (Speed)% chance that the boomerang will hit the enemy a second time.

Name: Lyonde Overheart

Backstory: ''A young and aspiring chronomancer, Lyonde has always loved looking at clocks and crystal balls at a young age. For years, he has been met with tragedy after tragedy and he has longed for the power to turn back the clock to change the past. When he finally discovered a staff that could manipulate time, he was overjoyed. He isn't an expert in magic but he hopes that one day, he can use his staff to save lives, to revert tragedies, to see the future, and even to stop the process of aging.''

HP: 12 (48)

Attack: 0 (0)

Defense: 0 (0)

Power: 0 (0)

Speed: 1

Time Freeze: Lyonde surrounds an enemy with frozen hourglasses, freezing the enemy and dealing 2 damage to them. (1 Turn Cooldown)

Chrono Force: Lyonde attacks an enemy with magic, dealing 4 damage to them and giving them a Clock Mark if they don't already have one. If Lyonde uses Chrono Force on an enemy with a Clock Mark, Lyonde will deal 2 additional damage and take another turn. (3 Turn Cooldown)

Yesterday: Lyonde reverses time, increasing the cooldown times of an enemy's powers by 1 turn. (4 Turn Cooldown)

Tomorrow: Lyonde speeds up time, causing an ally's cooldown times to go down by one turn. If Lyonde chooses himself, he instead takes another turn. (6 Turn Cooldown)

Sands of Time: Lyonde surrounds an enemy with sand from his hourglass. The next power they use will have a +2 cooldown time. (7 Turn Cooldown)

Perfect End: Lyonde launches a perfectly executed attack at an enemy along with his past selves. Lyonde deals 3 damage to the enemy. The damage then increases by 3 for the rest of the encounter. (7 Turn Cooldown)

Fourth Dimension: Lyonde travels through time, the fourth dimension, to restore his body. Lyonde cleanses any two negative effects from himself and he deals 50% more damage for the rest of the round. (7 Turn Cooldown)

Daylight Savings: Lyonde releases some of the stored time in his staff. He takes two additional turns. (9 Turn Cooldown)

Reset: Lyonde fixes the flow of time by resetting his staff. One power of his choice goes off cooldown and Lyonde takes another turn. (14 Turn Cooldown)

Faster and Faster: Lyonde uses his spells to increase his control of time even further. Lyonde takes another turn for every two turns he has taken this round. Lyonde gains 4 health for every turn he gains with this. He can only use this ability a maximum of once per round. (15 Turn Cooldown)

Immemorial Clock: Lyonde rapidly starts aging three enemies (cannot be the same), dealing 5 damage to them and giving them the "Doomsday: 5 Seconds" debuff. If they already have the "Doomsday" debuff, their "Doomsday" timer goes down by 1 second and something happens based on what the new second is. (4 turn cooldown) Passives:
 * 5 Seconds: Enemy is poisoned
 * 4 Seconds: Enemy is drained twice
 * 3 Seconds: Enemy permanently takes 30% increased damage
 * 2 Seconds: Lyonde steals 4 HP from the enemy
 * 1 Second: Lyonde can reduce 3 total turns of cooldown from the opponent's powers.
 * 0 Seconds: All enemy spells are put on full cooldown while Lyonde takes an additional turn

Swift boots: +2 speed. Twice per floor, Lyonde may take an additional action on their turn.

Name: Edmund

HP -  8 (40)

Attack - 0 (0)

Defense - 8 (8)

Power Source - 0

Speed -  4

Powers: 

Shield Bash: Edmund leaps through the air, bashing an enemy on the head dealing 25 damage and stunning them for a turn. Opponents that have not taken a turn yet this round are immune. (6 turn cooldown)

Shield Slam: Edmund smashes his shield into the ground around a large group of enemies, causing 5 of his choosing to take 15 damage. He then, if he so wishes to after using this, plants his shield into the ground, forfeiting the next 3 actions he has to extend his passive guard to 3 total allies, including the original one. The latter lasts until this ability is used again, or Edmund is knocked out.

Spirit Shield: Edmund heartily shouts words of kindness, bolstering him and his allies resilience. Him and his allies gain a hp shield, protecting them from enemy damage. This shield is equal to Edmund’s Hp and defence stat combined. (4 turn cooldown)

Passives: 

Last Stand: Edmund feels his life slipping away, and the thought of his friends not being protected gives him a refusal to die. When Edmund drops at or below 60% of his hp (24), a warming aura surrounds him and a spear of light in his hand appears. If he is about to be instakilled or killed in a single blow and this aura is not active, he drops to 24 health and immediately activates this, rather than dying.

- He is immune to effects that would kill one immediately without dealing damage, and his health/defense stats cannot be reduced. Any reduction he currently has is negated while this aura is active.

- He gains half of his defence (4) as extra defence and his defence stat negates not only damage from basic attacks, but powers/passives as well.

- His basic attacks during this time deal 40% of his maximum hp (16), added onto his power/riposite damage as well

- He will now riposte (Basic Attack in Retaliation) if his guarding target is attacked directly.

Unbreakable Body and Heart: Edmund's health is 5 times his hp stat instead of four and he uses his full defence stat when reducing damage. Edmund can as well designate someone to actively guard at the beginning of the fight and can switch targets as an action during his turns. His target can at any point redirect any amount of damage they would take to Edmund.

Name: Super Quantum Unit Intel Processor (S.Q.U.I.P.)

Background: ''It's a grey, oblong pill. If you take the pill, the quantum computer in the pill will travel through your blood until it reaches your brain and helps you to be cool…unless you're someone the squip doesn't like. Then it makes your life a living hell. ''

HP: 5 (20)

Attack: 0

Defense: 2 (1)

Power Source: 8 (8)

Speed: 10

Powers:

$600: The squip attempts to convince the opponents to take the pill. Opponents with low defense take less time to be convinced, and opponents with high defense take longer (Defense/4 turns). The squip will skip its turn until at least one opponent is convinced to take the pill. Once they do, the Opponent sets themselves and another Opponent on fire. (No cooldown)

Kung Fu Fists Activate!: An ally takes the squip. Their attack and defense increases by 10, and any attack on them leaves the attacker drained. This lasts 5 squip turns. This power leaves the squip drained. (8 turn cooldown)

Rich: An opponent takes the squip. The opponent then sets themselves and another ally/opponent on fire, and the opponent's turn is skipped as they passionately sing about the origin of the squip. This lasts 1 squip turn. (6 turn cooldown)

Optic Nerve Blocking: An opponent takes the squip. They are prevented from attacking an ally (RNG) for 3 squip turns. (6 turn cooldown)

Mild Discomfort: An opponent takes a squip. The next time the opponent performs an action, they will instead drop to the ground and have a seizure. The opponent's turn will be skipped for 2 squip turns and will be dealt 10 damage each turn. (8 turn cooldown)

Passives:

In your blood: When anyone takes the squip, any attack on that ally/opponent with damage the squip by half the damage of the attack.

Machine: While any of the squip's powers are active, the Squip's turn will be skipped until the power wears off.

Spelunker

HP: 4 (16)

Attack: 5 (10)

Defense: 0

Power Source: 9

Speed: 7

Powers:

Scavenge: Spelunker goes in the cave for 1-3 turns to get a random item. Each Item lasts for twice as many turns that were spent gathering it. The same item cannot and will never be received twice in a row. (No cooldown)

Tier 1:
 * Rope: When used, will restrain the target for 1 turns. Restraint means that the target can't use powers. 1 Use
 * Golden Idol: + 20 Defense, but Spelunker receives all of the basic attacks. Instead lasts for 5 turns.
 * BOTD: Basic Attacks have a 20% to spawn husks of the target with halved HP and one of their powers. This item is destroyed upon successful use.
 * Ball And Chain: Target loses 5 Speed until the end of the next round.

Tier 2:
 * Shotgun: Adds +10 Attack.
 * Vampire Box: Dealing damage will heal by half the damage dealt.
 * Cape: 30% dodge chance.
 * Scepter: Enemies hit with basic attacks lose their next turn. Does not stack.
 * Bloody Knife: Causes bleed.
 * Poisoned Knife: Causes Poison.
 * Interceptor Device: Anyone holding this will have a 20% to deflect attacks back their enemies. This item can be given to allies.

Tier 3:
 * Crystal Skull: Adds 100+ Defense, but Spelunker receives every single attack made by the enemy. His defense applies to powers.
 * Dracula's Cape: 70% dodge chance. Lasts 3 turns instead of 6.
 * Plasma Gun: Adds 20+ attack.
 * Ankh: Full HP revival, but you lose any and all buffs you have received, you are no longer affected by the passives and abilities of your allies, and you lose whatever items you scavenged. Additionally, you must spend 4 turns instead of 3 to get it.
 * Frost-flame Knife: sets target on fire and freezes them when they put the fire out.
 * High Caliber Pistol: Attacks pierce defense and protective properties. Lasts 2 turns.

Rope Whip: Deals 1 damage with a 3-turn stun. (12 turn cooldown)

Tag-Team Expedition: Allows another ally to venture into the cave alongside you. Only usable while Scavenge is active, and they pick their own item, provided it is in the same category. (Tierx2 turn Cooldown)

Passives:

One With Nothing: If Spelunker has no items at any point past the second round, he will buff to 5x his stats. 