YASD: Orb of Power, Fire and Fire

The tower awaits!

Re: CiP: Orb of Power, Fire and Fire

Postby Sandman25 » Fri Feb 12, 2016 4:32 am

Well, probably we have different meanings for "bad" here. For me it's easily possible to be above average but still bad ;)

Do you mean Tower 1 & 1/2 will be called Arcadia? Inspired by this Arcadia?
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Re: CiP: Orb of Power, Fire and Fire

Postby Ferret » Fri Feb 12, 2016 4:45 am

Oh, no. :) Arcadia is a potential "alternate" for the Tower:1 & 1/2 level that will be in the next build. Each game will have one or the other, but not both, with even odds.

But yes, Arcadia is based on that Arcadia. This line of the wiki sums up the important part in particular: "Arcadia was celebrated as an unspoiled, harmonious wilderness."

Most one floor side dungeons are themed around a unique. Headless for Tower: 1 & 1/2, and Actaeon and Artemis for Arcadia. When Arcadia appears, Actaeon (and thus, Artemis, if you try to recruit him), will be a 100% chance spawn in that level.

This also means that when Arcadia is generated, West and Headless will finally resume having a chance to spawn on Tower:3 (it has been impossible since 1 & 1/2 was added, since that level always reserves them: even if you never go in 1 & 1/2, its mere presence on the dungeon map will not allow its reserved uniques to spawn on any other levels.)
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Re: CiP: Orb of Power, Fire and Fire

Postby Sandman25 » Fri Feb 12, 2016 1:56 pm

I see, sounds fun ;)
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Re: CiP: Orb of Power, Fire and Fire

Postby Sandman25 » Fri Feb 12, 2016 10:48 pm

Is it a good idea to use Gold Matrix on Fiery Lillim to make Miodchaoin resistant to fire? Or should I wait for Tower 11 to get immunity to fire instead of just resistance and probably sacrifice someone else? "Luckily" I lost Haietlik in the fight.

Code: Select all
Demon Party Dump File
Version 2/3/2016, Scoring Model: 2/3/2016
Dump file created at: 2/12/2016 5:46:03 PM


Summoner SandmanXXV...
was chosen by the Orb of Power,
selected Fire and Fire as their starting elements,
is currently at Tower:9,
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: 9
MaxHP: 58
MaxSP: 100

Strength: 6
Magic   : 34
Vitality: 6
Agility : 15
Cunning : 34

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: 8
MaxHP: 59
MaxSP: 125

Strength: 6
Magic   : 31
Vitality: 11
Agility : 21
Cunning : 21

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) 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 : 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 : Miodchaoin
Level: 10
MaxHP: 77
MaxSP: 100

Strength: 32
Magic   : 12
Vitality: 32
Agility : 12
Cunning : 12

Resist: Body
Weak  : Fire Mind

Abilities Known:
1) Smash (Type: Impact, 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) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
6) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (8))
7) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
8) ------------



--==== 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) 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) ------------


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) ------------


Sandman25
 
Posts: 496
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Re: CiP: Orb of Power, Fire and Fire

Postby Shadowdweller » Fri Feb 12, 2016 11:23 pm

Based purely on his logs, I think Wizzzargh likes doing that - as I'm sure do others. I would tend not to, myself, however...since Miodchaoin is a physical-based combatant and Fiery will decrease his physical stats (Can't remember if it decreases agility, but Miod's base agility is fairly low). Though perhaps the overall decrease is fairly minimal and I'm overly stat-obssessed. I'd happily give him Flame Ward if I could get it, or Evasion/Protection abilities.
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Re: CiP: Orb of Power, Fire and Fire

Postby wizzzargh » Fri Feb 12, 2016 11:41 pm

Yeah, I like covering resistances when possible. I figure my demons are strong enough to do well even with a -10% to physical damage or whatever the penalty ends up being.

On the other hand, waiting for more interesting later modifiers is probably worthwhile. Since SandmanXXV resists fire you probably aren't in a huge amount of danger from fire packs and covering Miadchaoin's weakness might be useful, but I wouldn't call it necessary.
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Re: CiP: Orb of Power, Fire and Fire

Postby Sandman25 » Sat Feb 13, 2016 12:04 am

Thanks! I will wait then.
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Posts: 496
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Re: CiP: Orb of Power, Fire and Fire

Postby Sandman25 » Sat Feb 13, 2016 1:34 am

Got Turdak, first time also. Needed more slots for demons so I sacrificed that Fiery Lillim for him before entering Tower 11, was lucky to get Warmth!
My usual questions - any use for silver matrix at this point and what demon to sacrifice if I want to recruit a new one?

Code: Select all
Demon Party Dump File
Version 2/3/2016, Scoring Model: 2/3/2016
Dump file created at: 2/12/2016 8:31:50 PM


Summoner SandmanXXV...
was chosen by the Orb of Power,
selected Fire and Fire as their starting elements,
is currently at Tower:10,
and is still alive!



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

Name : SandmanXXV
Level: 11
MaxHP: 72
MaxSP: 125

Strength: 4
Magic   : 54
Vitality: 4
Agility : 20
Cunning : 28

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:
3 Bolt rune
1 Night rune
1 Pure gem
4 Pure stone
1 Bronze offering
1 Curse rune
1 Heal stone
1 Trouble chime
2 Silver matrix



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

Name : Echeneis
Level: 9
MaxHP: 61
MaxSP: 125

Strength: 13
Magic   : 23
Vitality: 27
Agility : 19
Cunning : 13

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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
6) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
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) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)


Name : Ogre
Level: 10
MaxHP: 70
MaxSP: 100

Strength: 31
Magic   : 12
Vitality: 31
Agility : 14
Cunning : 12

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: 10
MaxHP: 62
MaxSP: 100

Strength: 6
Magic   : 36
Vitality: 6
Agility : 16
Cunning : 36

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) 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 : Vile Nero
Level: 10
MaxHP: 70
MaxSP: 100

Strength: 9
Magic   : 35
Vitality: 24
Agility : 13
Cunning : 19

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 : Holy Acheri
Level: 11
MaxHP: 66
MaxSP: 100

Strength: 6
Magic   : 28
Vitality: 13
Agility : 20
Cunning : 38

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) 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) 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.)


Name : Miodchaoin
Level: 11
MaxHP: 80
MaxSP: 100

Strength: 35
Magic   : 12
Vitality: 34
Agility : 12
Cunning : 12

Resist: Body
Weak  : Fire Mind

Abilities Known:
1) Smash (Type: Impact, 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) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
6) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (8))
7) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
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 : Fiery Turdak
Level: 13
MaxHP: 74
MaxSP: 100

Strength: 19
Magic   : 28
Vitality: 18
Agility : 27
Cunning : 23

Immune: Body Dark
Resist: Pierce Fire Ice
Weak  : Impact Light

Abilities Known:
1) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
2) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
3) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Numbing (Type: Body, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Paralysis, causing the target to frequently miss their turns.)
6) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
7) 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.))
8) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)


Name : Atua
Level: 9
MaxHP: 58
MaxSP: 100

Strength: 17
Magic   : 15
Vitality: 15
Agility : 17
Cunning : 31

Resist: Body Dark
Weak  : Ice Light

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) Madness Gaze (Type: Mind, 25 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cooldown: Presence (10))
3) Witch Cut (Type: Slash, 10 SP. 70 Power attack. Has a 35% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
4) Autoantipathy (Type: Mind, 5 SP. Must be used on a Panicked target. 55 Power attack. Cannot miss. Free action. Cooldown: Cantrip (3))
5) 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))
6) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)



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

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) ------------


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) ------------


Name : Asrai
Level: 5
MaxHP: 43
MaxSP: 100

Strength: 6
Magic   : 28
Vitality: 7
Agility : 19
Cunning : 15

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) ------------
7) ------------


Name : Fiery Lilim
Level: 9
MaxHP: 62
MaxSP: 125

Strength: 6
Magic   : 33
Vitality: 12
Agility : 22
Cunning : 22

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).)


Sandman25
 
Posts: 496
Joined: Sat Sep 19, 2015 3:35 pm

Re: CiP: Orb of Power, Fire and Fire

Postby Sandman25 » Sat Feb 13, 2016 3:54 am

I met this in next fight:

Image

I don't have any demons who resist electro, is it a good idea to recruit it (I think it will die easily to my fire casters)? Still I don't see whom to disband, I use all my demons in different situations. Also there is a lv 13 Hob with Calm (I have problems with panic) but again there is no slot to recruit it :(
Sandman25
 
Posts: 496
Joined: Sat Sep 19, 2015 3:35 pm

Re: CiP: Orb of Power, Fire and Fire

Postby Ferret » Sat Feb 13, 2016 4:05 am

It definitely looks fun to me. :) Usually when I'm doing recruiting, I try to replace departing demons with similar ones. For example, Chachapuma is kind of Ogre-like: They're both big, burly melee units.

That would make Nero the likely replacement for the Hob, following my strategy.

You may lose some abilities in the process, yes. But, you'll likely find new ones on other new demons to replace them. :) Just focus on keeping the ones you like the best, confident that you will probably find some replacements for the others as you go. Replacing demons with newer ones is generally good since demons level slower and slower the further from their starting level they get. Eventually, an old demon won't keep up, making it less effective and more fragile, even if it has better abilities.
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Ferret
 
Posts: 1786
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