YASD: Orb of Power, Fire and Fire

The tower awaits!

Re: CiP: Orb of Power, Fire and Fire

Postby Ferret » Thu Feb 11, 2016 8:23 pm

There's no harm in bailing, especially since you cleared most of the Anomaly already. :) Demon's paced to where you can definitely afford to bail on nasty floors and branches once in awhile.

The less you do it the better, of course, but it beats dying and it isn't an unrecoverable thing. :D
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Re: CiP: Orb of Power, Fire and Fire

Postby Sandman25 » Thu Feb 11, 2016 8:45 pm

Yes, I think I will retreat indeed. There is very little reason in fighting summons especially when your main problem is in dismissing demons ;)
Unfortunately I cleared only Anomaly 1, I had to escape from Python after exploring about 30% of Anomaly 2 and here I explored only about 10-15% of Anomaly 3.
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Re: CiP: Orb of Power, Fire and Fire

Postby Ferret » Thu Feb 11, 2016 9:15 pm

That'll be a little rougher, but still doable. The XP curve is such that you can mostly catch up within you a few floors if you skip even an entire branch. :D
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Re: CiP: Orb of Power, Fire and Fire

Postby Sandman25 » Thu Feb 11, 2016 9:19 pm

Thank you. Yes, I remember your post with table "floor - XL with Anomaly - XL without anomaly", next 3-4 floors will be tough. Not that current ones are easy though ;)
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Re: CiP: Orb of Power, Fire and Fire

Postby Sandman25 » Thu Feb 11, 2016 11:49 pm

And here I start to dislike Demon :(
This game was definitely fun even without Warmth, I got Asrai/Haietlic for the first time, Asrai's quest was extremely easy with fireballs at weak-to-fire groups. I used a silver matrix sacrificing Aspis for Nero and Aithir for Archeri (after my previous Kasha "luckily" had died) but still I had to disband my Red Cap and I don't have room to hire cyro..whatever or polar bear :(
Advices are welcome of course.

Code: Select all
Demon Party Dump File
Version 2/3/2016, Scoring Model: 2/3/2016
Dump file created at: 2/11/2016 6:44:03 PM


Summoner SandmanXXV...
was chosen by the Orb of Power,
selected Fire and Fire as their starting elements,
is currently at Tower:8,
and is still alive!



--==== Main Character ===--

Name : SandmanXXV
Level: 9
MaxHP: 66
MaxSP: 125

Strength: 4
Magic   : 48
Vitality: 4
Agility : 20
Cunning : 24

Resist: Fire Mind
Weak  : Slash Impact Pierce

Abilities Known:
1) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Flame Orb (Type: Fire, 25 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) Ember Burst (Type: Fire, 15 SP. 70% chance to Ignite the targets, causing damage over a short duration.)
4) Bask (Type: Fire, 0 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
6) Auraward (Type: Defense, Passive. If your last action was a Fire, Electricity, or Ice ability, you gain Resist against all three of these types.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)

Inventory:
4 Pure stone
3 Bolt rune
1 Chakra stone
1 Night rune
1 Pure gem
3 Heal stone
1 Bronze offering
1 Curse rune
1 Student's tome
1 Gold matrix
1 Trouble chime



--==== Current Party ===--

Name : Echeneis
Level: 8
MaxHP: 58
MaxSP: 125

Strength: 12
Magic   : 22
Vitality: 26
Agility : 18
Cunning : 12

Resist: Ice
Weak  : Electricity

Abilities Known:
1) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
3) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
7) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
8) Bask (Type: Fire, 0 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))


Name : Ogre
Level: 8
MaxHP: 63
MaxSP: 100

Strength: 29
Magic   : 10
Vitality: 29
Agility : 12
Cunning : 10

Resist: Body
Weak  : Fire Electricity Mind

Abilities Known:
1) Heavy Slash (Type: Slash, 10 SP. 85 Power attack.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
3) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged (excluding Ignite, Poison, and reactions).)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
6) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
7) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
8) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)


Name : Holy Fotia
Level: 8
MaxHP: 55
MaxSP: 100

Strength: 6
Magic   : 33
Vitality: 5
Agility : 14
Cunning : 32

Immune: Fire
Resist: Light
Weak  : Dark

Abilities Known:
1) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Fan Flames (Type: Fire, 25 SP. Must target an Ignited character. 55 Power attack. Has a 33% chance to Ignite the target for an unusually long duration. Cannot miss.)
4) Bask (Type: Fire, 0 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
6) Exorcism (Type: Light, 25 SP. Must be used on a target weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (3))
7) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 15 (to a minimum of 0), and you ignore and no longer receive Light and Dark cooldowns.)
8) ------------


Name : Vile Nero
Level: 8
MaxHP: 63
MaxSP: 100

Strength: 9
Magic   : 31
Vitality: 22
Agility : 11
Cunning : 17

Resist: Fire Ice Body
Weak  : Light Dark

Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 50% chance to apply Infection, which hinders HP and SP recovery.)
6) Leech Touch (Type: Body, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt.)
7) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
8) Blue Whisper (Type: Mind, 20 SP. 65% chance to cause Sleep, preventing the target from acting for several turns or until damaged. Free action. Cooldown: Presence (8))


Name : Fiery Lilim
Level: 7
MaxHP: 55
MaxSP: 125

Strength: 5
Magic   : 29
Vitality: 11
Agility : 20
Cunning : 20

Resist: Fire Mind Dark
Weak  : Ice Light

Abilities Known:
1) Blue Whisper (Type: Mind, 20 SP. 65% chance to cause Sleep, preventing the target from acting for several turns or until damaged. Free action. Cooldown: Presence (8))
2) Leech Touch (Type: Body, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt.)
3) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
4) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
5) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Bask (Type: Fire, 0 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
8) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)


Name : Holy Acheri
Level: 9
MaxHP: 60
MaxSP: 100

Strength: 6
Magic   : 25
Vitality: 12
Agility : 18
Cunning : 34

Immune: Body
Resist: Ice Light Dark
Weak  : Fire Electricity

Abilities Known:
1) Vile Dance (Type: Body, 20 SP. 50% chance to apply Infection to enemies, which hinders HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))
2) Retch (Type: Body, 10 SP. Must target a character with Infection, Poison, or Paralysis. 40 Power attack. Delays the target's next turn, and adds 2 turns of Breath cooldown. Cannot miss. Free action. Cooldown: Cantrip (3))
3) Weaken (Type: Debuff, 15 SP. 70% chance to reduce offense by 20%.)
4) Exorcism (Type: Light, 25 SP. Must be used on a target weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (3))
5) Humble (Type: Light, 20 SP. Must target a character whose HP is more than 50% of their maximum. 70 Power attack. Cannot miss. Cooldown: Light (3))
6) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
7) ------------


Name : Asrai
Level: 4
MaxHP: 40
MaxSP: 100

Strength: 5
Magic   : 26
Vitality: 7
Agility : 18
Cunning : 14

Immune: Ice
Weak  : Fire

Abilities Known:
1) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed by 12%. Cannot miss.)
4) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 5.)
5) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
6) ------------


Name : Haietlik
Level: 6
MaxHP: 47
MaxSP: 100

Strength: 13
Magic   : 16
Vitality: 13
Agility : 19
Cunning : 19

Resist: Fire Electricity
Weak  : Ice

Abilities Known:
1) Shocking Stab (Type: Pierce, 10 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
4) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has an 8% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
5) ------------
6) ------------



--==== Recently Slain Allies ===--

Name : Ukobach
Level: 2
MaxHP: 36
MaxSP: 100

Strength: 6
Magic   : 19
Vitality: 6
Agility : 15
Cunning : 14

Resist: Fire
Weak  : Ice Light

Abilities Known:
1) Searing Touch (Type: Fire, 5 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
3) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
4) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) ------------
6) ------------


Name : Ukobach
Level: 2
MaxHP: 36
MaxSP: 100

Strength: 6
Magic   : 19
Vitality: 6
Agility : 15
Cunning : 14

Resist: Fire
Weak  : Ice Light

Abilities Known:
1) Searing Touch (Type: Fire, 5 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
3) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
4) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
6) ------------


Name : Jiang shi
Level: 4
MaxHP: 45
MaxSP: 100

Strength: 17
Magic   : 7
Vitality: 17
Agility : 18
Cunning : 11

Immune: Body
Resist: Ice Dark
Weak  : Fire Electricity Light

Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
4) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
5) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
6) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
7) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
8) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which hinders HP and SP recovery.)


Name : Frigid Preta
Level: 2
MaxHP: 41
MaxSP: 125

Strength: 8
Magic   : 16
Vitality: 7
Agility : 15
Cunning : 14

Immune: Body
Resist: Ice
Weak  : Fire Light Dark

Abilities Known:
1) Ghost Bite (Type: Pierce, 15 SP. 70 Power attack.)
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which hinders HP and SP recovery.)
4) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
5) Frozen Heart (Type: Ice, Passive. If you used a Ice ability last turn, reduces the SP cost of Ice abilities by 5, to a minimum of 0.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)


Name : Holy Faerie
Level: 5
MaxHP: 47
MaxSP: 125

Strength: 6
Magic   : 23
Vitality: 6
Agility : 18
Cunning : 22

Resist: Mind Light
Weak  : Fire

Abilities Known:
1) Lucky Charm (Type: Healing, 5 SP. Reduces Luck cooldown by 1 turn. 25% chance of an extra, random benefit as well.)
2) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
3) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
4) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
5) Punish (Type: Light, 15 SP. Must target a character whose last action was a damaging ability. 55 Power attack. Cannot miss. Cooldown: Light (3))
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) ------------
8) ------------


Name : Kasha
Level: 6
MaxHP: 47
MaxSP: 100

Strength: 11
Magic   : 14
Vitality: 14
Agility : 21
Cunning : 20

Resist: Fire Light Dark
Weak  : Ice

Abilities Known:
1) Fiery Claw (Type: Slash, 10 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Aspis
Level: 6
MaxHP: 56
MaxSP: 100

Strength: 13
Magic   : 8
Vitality: 35
Agility : 12
Cunning : 12

Resist: Body
Weak  : Mind

Abilities Known:
1) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)
2) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (5))
3) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
4) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
5) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
6) ------------


Name : Aithir
Level: 9
MaxHP: 57
MaxSP: 100

Strength: 7
Magic   : 27
Vitality: 15
Agility : 19
Cunning : 27

Immune: Body Light Dark
Weak  : Fire Ice Electricity

Abilities Known:
1) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
2) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 15 (to a minimum of 0), and you ignore and no longer receive Light and Dark cooldowns.)
5) ------------
6) ------------
7) ------------
8) ------------


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Posts: 496
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Re: CiP: Orb of Power, Fire and Fire

Postby Shadowdweller » Fri Feb 12, 2016 12:50 am

Hey, level 8 is getting pretty good :) You mean atua by polar bear? The one with Witch cut, Autoantipathy, and Venomous bite? Think that one's actually a salamander...WEAK vs cold. (Unless you mean Barbegazi, who have cryopulse...but I think that's a bit early yet for them; otherwise, not a clue what you're referring to).

My advice: Do what works for you :)
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Re: CiP: Orb of Power, Fire and Fire

Postby Sandman25 » Fri Feb 12, 2016 1:28 am

Yes, Atua. I found 2 of them and their link was a bit ridiculous for unexplored level. Chase links basically require some disabling status like panic or paralysis at this point IMHO.

Yes, I am doing what works for me, namely dying stupidly because of being overwhelmed with choices and then going back to enjoying early game :)

Tower 8 is not an accomplishment for me, my best character quitted on Tower 11 :) Choice between playing for fun and playing for win is a hard one :(
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Re: CiP: Orb of Power, Fire and Fire

Postby Shadowdweller » Fri Feb 12, 2016 2:07 am

Apologies, no offense intended. I like the upper floors, myself. Better abilities, increasingly insane enemies :)
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Re: CiP: Orb of Power, Fire and Fire

Postby Sandman25 » Fri Feb 12, 2016 4:12 am

No problem, no offense taken, just wanted to mention that I am not as bad as I claim to be ;)
Upper floors are insane indeed, so many new abilities... :shock:
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Re: CiP: Orb of Power, Fire and Fire

Postby Ferret » Fri Feb 12, 2016 4:18 am

:D You'll probably think I'm joking, but you lose any claim on "bad at Demon" as soon as you can clear Tower:1 & 1/2 semi-reliably.

The vast, vast, vast majority of games end on Tower: 1 & 1/2. I wonder if Arcadia* will have a similar kill rate once it takes its place 50% of the time...

* - Not necessarily the final name. :)
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