I got the idea for this run's build when thinking about how a pacifist run would work. The theme is simple: Run away from anything dangerous. Naturally, I picked Orb of Power and Buff/Defense for all 3 cycles so I could start off with Haste. The end goal build was to have something like:
Haste
Might
Swiftness
Dash
*Defensive passive (Triad Ward, Block Physical)
*Defensive passive or Rabblerouser
*SP regen/reduction passive (Tireless, Vigorous, Blessweaver)
*SP regen/reduction passive
Since Haste and Might drain so much SP, there was no reason for me to get other actives, freeing up all my stat points to go into Vitality. My starting demon was either a Goblin, Redcap, or Malingee; the first two to get dash very fast, and the Malingee if I felt delaying dash was fine.
Overall, I was pleased by the build's success. Yes, after casting all my buffs on allies, I didn't contribute much else during fights, but my empowered allies wiped out the opposition. That's not to say the fights were boring since I always had to pick between buffing myself with Haste at the start of fights to get my buffs out faster and not buffing myself. In the cycle when I had Rabblerouser, I also had the option of buffing an already buffed demon to grant it a free action.
Regardless of the buffs, the strongest aspect of my build was the ability to disengage. The moment the situation turned the slightest bit hairy, I popped haste and dashed away. The times the tactic failed were against enemies equipped with Bull Rush/Pounce or casted negative statuses like Yellow Whisper, but my 100+ Vitality with 50%+ advantage against debuffs mitigated that.
Does the build need a nerf? I don't think so. I was really weak early on (I died on cycle 3 in Tower 1.5), and, because of the many dead ends in the dungeon, I couldn't always run. It also takes loads of SP and two turns to self Haste and Dash. It would be interesting if an anti-buff ability were introduced, but that ability would need to have other uses to keep it from being too situational. A suggestion: Angelic Purge (Type: Light, 20 SP. All debuffs and buffs are removed from both enemies and allies and applied to the user. Cooldown: Light (7))
Morgues:
Cycle 1
- Code: Select all
Demon Party Dump File
Version 3/23/2016, Scoring Model: 2/3/2016
Dump file created at: 4/7/2016 9:34:17 PM
Summoner ayayaya...
was chosen by the Orb of Power,
selected Buff and Defense as their starting elements,
is currently at Tower:20,
and is still alive!
--==== Main Character ===--
Name : Ayayaya
Level: 19
MaxHP: 142
MaxSP: 100
Strength: 9
Magic : 23
Vitality: 105
Agility : 11
Cunning : 7
Resist: Mind Light
Weak : Slash Impact Pierce
Abilities Known:
1) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
2) Might (Type: Buff, 20 SP. Improves offense by 25%.)
3) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
6) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
Inventory:
2 Trouble chime
3 Heart rune
2 Guardian gem
1 Wind card
6 Pure gem
1 Curse rune
2 Orange essence
7 Heal stone
1 Zephyr card
9 Pure stone
5 Chakra gem
1 Pain rune
1 Gold matrix
2 Peace offering
1 White essence
1 Student's tome
2 Chakra stone
1 Purple essence
1 Spirit chime
1 Venom rune
1 Heal gem
--==== Current Party ===--
Name : Lifebender Nero
Level: 16
MaxHP: 102
MaxSP: 125
Strength: 12
Magic : 45
Vitality: 45
Agility : 16
Cunning : 12
Resist: Fire Ice
Weak : Body 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) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Life Siphon (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
8) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
Name : Solid Akateko
Level: 18
MaxHP: 87
MaxSP: 125
Strength: 9
Magic : 34
Vitality: 43
Agility : 41
Cunning : 13
Immune: Body
Resist: Dark
Weak : Light
Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
2) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Storm Ward (Type: Defense, Passive. Provides a 33% chance to block Electricity attacks. This works even when Stunned, Paralyzed, etc.)
6) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Piercing Cry (Type: Debuff, 25 SP. 70% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (6))
Name : Corrupt Druj nasu
Level: 18
MaxHP: 97
MaxSP: 100
Strength: 9
Magic : 36
Vitality: 27
Agility : 9
Cunning : 59
Immune: Body
Resist: Dark
Weak : Fire Light
Abilities Known:
1) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
2) Sepsis Wave (Type: Body, 25 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times). Can't miss.)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
4) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
5) Arrest Host (Type: Body, 35 SP. 35% chance to cause Paralysis, causing the targets to frequently miss their turns.)
6) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
7) Blood Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's offense by 20%.)
8) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
Name : Corrupt Raiju
Level: 17
MaxHP: 75
MaxSP: 100
Strength: 8
Magic : 49
Vitality: 13
Agility : 30
Cunning : 35
Immune: Electricity Body
Resist: Fire
Weak : Ice Mind
Abilities Known:
1) 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))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 20 SP. 55 Power attack. Has an 8% chance to inflict Shock, causing the targets to miss their next turn. Cannot miss.)
5) Holy Word (Type: Light, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Cannot miss. Cooldown: Breath (8))
6) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
7) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
8) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
Name : Pele
Level: 19
MaxHP: 98
MaxSP: 125
Strength: 14
Magic : 59
Vitality: 26
Agility : 26
Cunning : 20
Immune: Fire
Resist: Electricity
Weak : Ice
Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Rain of Fire (Type: Fire, 40 SP. 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
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) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
Name : Warded Mananangal
Level: 19
MaxHP: 104
MaxSP: 100
Strength: 9
Magic : 33
Vitality: 35
Agility : 35
Cunning : 33
Immune: Dark
Resist: Mind
Weak : Body Light
Abilities Known:
1) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
3) Blight (Type: Dark, 20 SP. Must be used on a target with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (3))
4) Witch's Mien (Type: Dark, Passive. Dark attacks on targets that have a negative status effect have a 35% chance to inflict Hex, which reduces physical resistances and physical damage dealt.)
5) 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))
6) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
7) Storm Ward (Type: Defense, Passive. Provides a 33% chance to block Electricity attacks. This works even when Stunned, Paralyzed, etc.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
Name : Kuchisake
Level: 20
MaxHP: 94
MaxSP: 100
Strength: 30
Magic : 15
Vitality: 33
Agility : 33
Cunning : 39
Immune: Body
Resist: Ice
Weak : Fire Light
Abilities Known:
1) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
2) Throat Slash (Type: Slash, 10 SP. 70 Power attack. Has a 35% chance to inflict Mute, which prevents the use of non-physical abilities.)
3) Madness Glare (Type: Mind, 30 SP. 50% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (14))
4) Bravado (Type: Mind, Passive. Presence cooldown recovers 50% faster when your HP is at 50% or less of maximum.)
5) Storm Ward (Type: Defense, Passive. Provides a 33% chance to block Electricity attacks. This works even when Stunned, Paralyzed, etc.)
6) ------------
7) ------------
Name : Shojo
Level: 22
MaxHP: 100
MaxSP: 125
Strength: 39
Magic : 35
Vitality: 39
Agility : 12
Cunning : 35
Resist: Ice Body
Weak : Electricity
Abilities Known:
1) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Envenom (Type: Body, 15 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) ------------
--==== Recently Slain Allies ===--
Name : Kasha
Level: 5
MaxHP: 44
MaxSP: 100
Strength: 10
Magic : 14
Vitality: 13
Agility : 20
Cunning : 18
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) Mind Blank (Type: Mind, 10 SP. Four 40% chances to delay the next turn of the target.)
6) ------------
7) ------------
8) ------------
Name : Vikhor
Level: 8
MaxHP: 51
MaxSP: 100
Strength: 14
Magic : 14
Vitality: 14
Agility : 30
Cunning : 18
Resist: Ice Electricity Mind
Weak : Pierce
Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Cleave (Type: Slash, 15 SP. 70 Power attack.)
6) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
7) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
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 : Charged Chaos
Level: 8
MaxHP: 63
MaxSP: 100
Strength: 10
Magic : 32
Vitality: 21
Agility : 14
Cunning : 13
Immune: Mind
Resist: Electricity
Weak : Light Dark
Abilities Known:
1) Life Siphon (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
2) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
5) Storm Heart (Type: Electricity, Passive. If you used an Electricity ability last turn, reduces the SP cost of Electricity abilities by 5, to a minimum of 0.)
6) ------------
7) ------------
8) ------------
Name : Python
Level: 10
MaxHP: 78
MaxSP: 100
Strength: 34
Magic : 8
Vitality: 34
Agility : 6
Cunning : 18
Resist: Slash Impact Electricity Body
Weak : Fire Ice
Abilities Known:
1) Earth Break (Type: Impact, 25 SP. 55 Power attack. Cannot miss.)
2) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
3) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
4) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
5) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
6) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
7) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
8) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
Name : Lifebender Kasha
Level: 4
MaxHP: 47
MaxSP: 100
Strength: 8
Magic : 17
Vitality: 17
Agility : 15
Cunning : 13
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) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
6) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
7) ------------
8) ------------
Name : Frigid Fotia
Level: 13
MaxHP: 76
MaxSP: 125
Strength: 7
Magic : 43
Vitality: 12
Agility : 23
Cunning : 30
Immune: Fire
Resist: Ice
Weak : Light 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) 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.)
3) 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))
4) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
5) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
8) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
Name : Miodchaoin
Level: 16
MaxHP: 100
MaxSP: 100
Strength: 43
Magic : 15
Vitality: 42
Agility : 15
Cunning : 15
Resist: Body
Weak : Fire Mind
Abilities Known:
1) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
2) 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).)
3) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
4) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
5) 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))
6) 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))
7) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
8) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
Name : Holy Chindi
Level: 14
MaxHP: 74
MaxSP: 125
Strength: 8
Magic : 37
Vitality: 19
Agility : 19
Cunning : 37
Immune: Body
Resist: Slash Pierce Ice Light Dark
Weak : Impact Electricity
Abilities Known:
1) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 50% chance to apply Infection, which hinders HP and SP recovery.)
2) Snuff Out (Type: Dark, 25 SP. Attempts to instantly kill the target (lower HP = higher chance, 0% chance until 30% of maximum HP, 100% chance at 20%). Cooldown: Dark (3))
3) Holy Word (Type: Light, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Cannot miss. Cooldown: Breath (8))
4) Exorcist's Mien (Type: Light, Passive. Your Light attacks gain two 50% chances to delay the next turn of targets weak to Light.)
5) Mind Blank (Type: Mind, 10 SP. Four 40% chances to delay the next turn of the target.)
6) 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.)
7) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)
Cycle 2:
- Code: Select all
Demon Party Dump File
Version 3/23/2016, Scoring Model: 2/3/2016
Dump file created at: 4/9/2016 4:11:21 PM
Summoner ayayaya...
was chosen by the Orb of Power,
selected Buff and Defense as their starting elements,
is currently at Tower:20,
and is still alive!
--==== Main Character ===--
Name : Ayayaya
Level: 23
MaxHP: 164
MaxSP: 100
Strength: 4
Magic : 18
Vitality: 125
Agility : 11
Cunning : 12
Resist: Mind Light
Weak : Slash Impact Pierce
Abilities Known:
1) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
2) Might (Type: Buff, 20 SP. Improves offense by 25%.)
3) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
6) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
7) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
Inventory:
1 Frost rune
1 Venom rune
2 Night rune
1 Flame rune
5 Heal gem
1 Trouble chime
2 Mind matrix
8 Heal stone
1 Pure gem
2 Wind card
9 Pure stone
1 Gold offering
2 Chakra gem
1 Spirit chime
2 Peace offering
1 Pain rune
1 Meteor rune
1 Silver offering
1 Red essence
1 Zephyr card
--==== Current Party ===--
Name : Artemis
Level: 17
MaxHP: 95
MaxSP: 125
Strength: 33
Magic : 13
Vitality: 18
Agility : 48
Cunning : 23
Resist: Body Light Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Sure Shot (Type: Pierce, 25 SP. 70 Power attack. Cannot miss.)
2) Arc Needle (Type: Pierce, 15 SP. 70 Power attack. 50% accuracy.)
3) Vehemence (Type: Buff, 20 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (5))
4) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
5) 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).)
6) Hex (Type: Dark, 15 SP. 50% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
Name : Blessed Nero
Level: 17
MaxHP: 104
MaxSP: 125
Strength: 16
Magic : 41
Vitality: 41
Agility : 21
Cunning : 16
Resist: Fire Ice
Weak : Body 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) Rousing Cry (Type: Buff, 20 SP. Accelerates the next turn of all nearby allies who aren't Shocked, Stunned, or Sleeping. Cooldown: Presence (10))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Quelling Cry (Type: Debuff, 25 SP. 70% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (6))
Name : Python
Level: 18
MaxHP: 110
MaxSP: 100
Strength: 48
Magic : 11
Vitality: 48
Agility : 8
Cunning : 25
Resist: Slash Impact Electricity Body
Weak : Fire Ice
Abilities Known:
1) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
2) Earth Break (Type: Impact, 25 SP. 55 Power attack. Cannot miss.)
3) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
4) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
5) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
6) 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))
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) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
Name : Ionic Akateko
Level: 21
MaxHP: 86
MaxSP: 100
Strength: 10
Magic : 55
Vitality: 25
Agility : 44
Cunning : 21
Immune: Electricity Body
Resist: Dark
Weak : Light
Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
2) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Electropulse (Type: Electricity, 20 SP. 55 Power attack. Has an 8% chance to inflict Shock, causing the targets to miss their next turn. Cannot miss.)
5) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
6) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
7) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
8) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
Name : Charged Atua
Level: 18
MaxHP: 92
MaxSP: 125
Strength: 20
Magic : 34
Vitality: 18
Agility : 26
Cunning : 42
Resist: Electricity Body Dark
Weak : Ice Light
Abilities Known:
1) Madness Gaze (Type: Mind, 25 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cooldown: Presence (10))
2) 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%.)
3) Autoantipathy (Type: Mind, 5 SP. Must be used on a Panicked target. 55 Power attack. Cannot miss. Free action. Cooldown: Cantrip (3))
4) Storm Breath (Type: Electricity, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 12% chance to inflict Shock, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (8))
5) Storm Heart (Type: Electricity, Passive. If you used an Electricity ability last turn, reduces the SP cost of Electricity abilities by 5, to a minimum of 0.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)
Name : Holy Banshee
Level: 22
MaxHP: 91
MaxSP: 125
Strength: 10
Magic : 63
Vitality: 20
Agility : 20
Cunning : 47
Immune: Body
Resist: Slash Impact Pierce Ice Light
Weak : Electricity
Abilities Known:
1) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
4) Holy Word (Type: Light, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Cannot miss. Cooldown: Breath (8))
5) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
6) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
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 : Pele
Level: 21
MaxHP: 103
MaxSP: 125
Strength: 15
Magic : 63
Vitality: 28
Agility : 28
Cunning : 21
Immune: Fire
Resist: Electricity
Weak : Ice
Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Rain of Fire (Type: Fire, 40 SP. 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
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) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)
Name : Foul Barbegazi
Level: 21
MaxHP: 108
MaxSP: 125
Strength: 15
Magic : 38
Vitality: 37
Agility : 17
Cunning : 48
Immune: Ice
Weak : Fire
Abilities Known:
1) Cyropulse (Type: Ice, 20 SP. 55 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
2) Frost Armor (Type: Ice, Passive. When your last action was an Ice ability, you have 25% improved defense.)
3) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) Hinder Host (Type: Debuff, 25 SP. 70% chance to reduce evasion by 20%.)
6) Vitiate (Type: Debuff, 30 SP. 70% chance to reduce defense and evasion by 20%.)
7) 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))
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)
--==== Recently Slain Allies ===--
Name : Slime
Level: 3
MaxHP: 49
MaxSP: 100
Strength: 20
Magic : 7
Vitality: 20
Agility : 5
Cunning : 13
Weak : Pierce Ice Body Light
Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Block Impact (Type: Defense, Passive. Provides a 33% chance to block Impact attacks.)
3) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
4) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
5) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
6) ------------
7) ------------
8) ------------
Name : Angel
Level: 13
MaxHP: 68
MaxSP: 125
Strength: 16
Magic : 40
Vitality: 25
Agility : 25
Cunning : 9
Immune: Light
Resist: Fire Electricity
Weak : Dark
Abilities Known:
1) Punish (Type: Light, 15 SP. Must target a character whose last action was a damaging ability. 55 Power attack. Cannot miss. Cooldown: Light (3))
2) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets. 150 Power heal. Applies Mended.)
3) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
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 : Scarab
Level: 16
MaxHP: 66
MaxSP: 100
Strength: 16
Magic : 15
Vitality: 42
Agility : 42
Cunning : 15
Immune: Light Dark
Resist: Slash Pierce
Weak : Impact
Abilities Known:
1) Alert (Type: Buff, 20 SP. Improves evasion by 25%.)
2) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
5) ------------
6) ------------
Name : Raiju
Level: 14
MaxHP: 61
MaxSP: 100
Strength: 9
Magic : 39
Vitality: 14
Agility : 34
Cunning : 24
Immune: Electricity
Resist: Fire
Weak : Ice Mind
Abilities Known:
1) 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))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 20 SP. 55 Power attack. Has an 8% chance to inflict Shock, causing the targets to miss their next turn. Cannot miss.)
5) Storm Heart (Type: Electricity, Passive. If you used an Electricity ability last turn, reduces the SP cost of Electricity abilities by 5, to a minimum of 0.)
6) ------------
Not gonna post cycle 3 since it was an early splat from Will-o-Wisps.
A few quality of life suggestions:
1. Make resting be almost instant in real time. IMO, waiting takes a bit too long.
2. When an enemy summoner is killed, make their surviving demons travel as a group. It's annoying hunting down every single one.
3. When an enemy summoner's demons gets split up with their summoner (e.g. when walking around a large obstacle, a demon goes around one way when everyone else goes around another), encourage the enemy summoner to desummon those demons. Some encounters were trivialized when this splitting up happened since I could kill the undefended summoner.
And a few gameplay ideas:
1. A unique encounter with a pair of twin summoners (Gemini?). Each summoner has three strong demons.
2. A new portal leading to the Balcony, a balcony attached to the side of the Tower. Filled with flying demons.
3. Abilities that encourage the player to invest in both Strength and Magic. Abilities like Avalanche don't count since the player will still just max either Strength or Magic but not both.
4. Black essence: Like other essence items but raises the player's lowest stat by 10. Could lead to players switching up their build if found early enough.
5. Something to discourage players from skilling a single stat. I mean, there's nothing inherently wrong with this, but it seems like most winning builds skill one stat.
6. A new event during negotiation: The demon asks if you could take in its friend (friend being a nearby enemy demon of a different type) as well. If you accept, you must get rid of one of your current demons. +2 affection if accepted. -2 if declined.