CiP: Orb of Power, Buff and Defense

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CiP: Orb of Power, Buff and Defense

Postby Sandman25 » Wed Jun 08, 2016 12:00 am

Ok, here I am, spamming forum again :)
I have just barely killed first hero and recalled why I suspended playing, the game makes me delete my demons all the time :(
But at least I am currently happy with my character skills despite learning abilities is now probably even harder than before.
I have a question about Artemis. Am I supposed to abandon Antaeon's quest and then kill Artemis in 10 turns while fighting hostile Antaeon? That's cruel and dangerous :(
Any advices are welcome.


Code: Select all
Demon Party Dump File
Version 5/3/2016, Scoring Model: 4/12/2016
Dump file created at: 6/7/2016 7:55:59 PM


Summoner BadPlayer...
was chosen by the Orb of Power,
selected Buff and Defense as their starting elements,
is currently at Tower:5,
and is still alive!



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

Name : BadPlayer
Level: 5
MaxHP: 65
MaxSP: 100

Strength: 4
Magic   : 18
Vitality: 35
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) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
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) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)

Inventory:
1 Heart rune
2 Pure gem
2 Heal gem
1 Flame rune
2 Heal stone
1 Calm card
1 Trouble chime

Current Credits: 626



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

Name : Gandayah
Level: 5
MaxHP: 49
MaxSP: 125

Strength: 12
Magic   : 18
Vitality: 25
Agility : 10
Cunning : 10

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) ------------
7) ------------
8) ------------


Name : Profane Red cap
Level: 5
MaxHP: 52
MaxSP: 100

Strength: 16
Magic   : 15
Vitality: 14
Agility : 9
Cunning : 21

Resist: Body Dark
Weak  : Electricity Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Bane (Type: Dark, 25 SP. Must be used on a target weak to Dark. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Dark (3))
6) Cull (Type: Dark, 20 SP. Must target a character whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (3))
7) ------------
8) ------------


Name : Headless
Level: 5
MaxHP: 63
MaxSP: 100

Strength: 18
Magic   : 6
Vitality: 31
Agility : 10
Cunning : 10

Resist: Ice Body
Weak  : Electricity Light

Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) 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.)
5) 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.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
7) ------------
8) ------------


Name : Ukobach
Level: 4
MaxHP: 42
MaxSP: 100

Strength: 7
Magic   : 19
Vitality: 7
Agility : 19
Cunning : 18

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) ------------
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Name : Ogre
Level: 5
MaxHP: 52
MaxSP: 100

Strength: 24
Magic   : 9
Vitality: 23
Agility : 10
Cunning : 9

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) ------------
6) ------------
7) ------------
8) ------------


Name : Actaeon
Level: 5
MaxHP: 58
MaxSP: 100

Strength: 23
Magic   : 6
Vitality: 16
Agility : 23
Cunning : 7

Resist: Ice
Weak  : Fire Mind Light Dark

Abilities Known:
1) Quelling Cry (Type: Debuff, 25 SP. 70% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (6))
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
5) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
6) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
7) ------------
8) ------------


Name : Zar
Level: 3
MaxHP: 38
MaxSP: 100

Strength: 10
Magic   : 13
Vitality: 10
Agility : 16
Cunning : 16

Resist: Mind Dark
Weak  : Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) 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))
4) Yellow Whisper (Type: Mind, 20 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (8))
5) ------------
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7) ------------
8) ------------


Name : Kasha
Level: 3
MaxHP: 37
MaxSP: 100

Strength: 9
Magic   : 12
Vitality: 11
Agility : 17
Cunning : 16

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



--==== 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) ------------
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8) ------------


Name : Red cap
Level: 3
MaxHP: 41
MaxSP: 100

Strength: 17
Magic   : 8
Vitality: 16
Agility : 10
Cunning : 14

Resist: Body
Weak  : Electricity Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Goblin
Level: 4
MaxHP: 41
MaxSP: 100

Strength: 13
Magic   : 9
Vitality: 12
Agility : 18
Cunning : 18

Resist: Fire
Weak  : Mind

Abilities Known:
1) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
2) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Faerie
Level: 3
MaxHP: 38
MaxSP: 100

Strength: 5
Magic   : 17
Vitality: 6
Agility : 21
Cunning : 16

Resist: Mind
Weak  : Fire Body

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) ------------
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Name : Preta
Level: 3
MaxHP: 42
MaxSP: 100

Strength: 11
Magic   : 9
Vitality: 9
Agility : 16
Cunning : 20

Resist: Body
Weak  : Fire Ice 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) ------------
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Name : Blessed Faerie
Level: 2
MaxHP: 40
MaxSP: 100

Strength: 4
Magic   : 15
Vitality: 6
Agility : 20
Cunning : 15

Resist: Mind
Weak  : Fire Body

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) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
5) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
6) ------------
7) ------------
8) ------------


Name : Malingee
Level: 4
MaxHP: 41
MaxSP: 100

Strength: 26
Magic   : 5
Vitality: 11
Agility : 17
Cunning : 11

Resist: Fire
Weak  : Ice

Abilities Known:
1) Fierce Stab (Type: Pierce, 5 SP. 70 Power attack.)
2) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
3) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


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

Re: CiP: Orb of Power, Buff and Defense

Postby mbj » Wed Jun 08, 2016 7:32 am

Am I supposed to abandon Antaeon's quest and then kill Artemis in 10 turns while fighting hostile Antaeon? That's cruel and dangerous

Yep. I'd say it's the most dangerous link to attempt in the game, unless you position yourself really well. It's dangerous because it comes so early on, and you won't have much currency to really set your demons or yourself up for the endless waves of dogs; and then you also have to kill Actaeon in the time limit, even though your party's SP is probably heavily drained from fighting the dogs. I die a lot trying to nab Artemis. If you're concerned about win rate, I would probably just kill Actaeon when you see him and forget about Artemis. Or use a gold offering to get Artemis and then finish up the Actaeon link.

As for your character, I can't really give advice since I don't have experience with buff builds
mbj
 
Posts: 116
Joined: Wed Apr 13, 2016 6:50 pm

Re: CiP: Orb of Power, Buff and Defense

Postby Sandman25 » Wed Jun 08, 2016 12:17 pm

I see, thank you.
Sandman25
 
Posts: 496
Joined: Sat Sep 19, 2015 3:35 pm

Re: CiP: Orb of Power, Buff and Defense

Postby wizzzargh » Wed Jun 08, 2016 9:06 pm

For what it's worth, Actaeon's link becomes a lot easier if you have Souleater and 2-3 demons with the same. If you've come across a Wisp, and/or a Jiang Shi, and then copied Souleater to yourself and another demon like a Malingee, luring Actaeon to a corridor will probably let you finish the link without any fear of death. Flesheaters can work too, but they have a tendency to get slowly overwhelmed since they only heal from what they kill, rather than from every single dead dog...

As for your Buff build, I think you're doing well so far. If you can teach Actaeon a real attack skill he might be pretty durable (though I admit to never having used Actaeon). Juggernaut and Ghost Pierce would give him great defense, especially if Protected... though even just Heavy Slash would be helpful.

Normally I don't like Red Caps very much, but those Dark abilities will be very useful in Anomaly.

Just keep an eye open for new demons, Zar has passed along Calm so you don't need it very much, and Ogre has good skills but dangerous weaknesses.
wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: CiP: Orb of Power, Buff and Defense

Postby Sandman25 » Thu Jun 09, 2016 12:45 am

Thank you for the advices!
I didn't have any problems with Antaeon link, hasted/mighted/protected demons don't even need healing :)
Maybe I selected wrong nick for the chartacter, I deleted Zar and Ogre as next demons before reading your message and right in that order ;)
Though I still cannot get used to deleting level 6 demons, it makes me play demon 30-60 minutes at most so I will continue tomorrow :(
Headless learned Oppressor and Juggernaut (only today I noticed that Juggernaut consists of two independent effects, I underestimated the ability before, I thought that extra turn can happen only if the demon moved AND was wounded).
Also I got Frigid Gremlin (quite lucky I guess) and Nero. Now I can activate Asrai link but I am out of options for demons to disband, everyone looks so useful :(
Code: Select all
Demon Party Dump File
Version 5/3/2016, Scoring Model: 4/12/2016
Dump file created at: 6/8/2016 8:28:55 PM


Summoner BadPlayer...
was chosen by the Orb of Power,
selected Buff and Defense as their starting elements,
is currently at Anomaly:1,
and is still alive!



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

Name : BadPlayer
Level: 6
MaxHP: 71
MaxSP: 100

Strength: 4
Magic   : 18
Vitality: 40
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) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
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) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)

Inventory:
1 Heart rune
2 Pure gem
2 Heal gem
1 Flame rune
2 Heal stone
1 Calm card
1 Trouble chime

Current Credits: 605



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

Name : Gandayah
Level: 6
MaxHP: 53
MaxSP: 125

Strength: 13
Magic   : 19
Vitality: 26
Agility : 11
Cunning : 11

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) ------------
7) ------------
8) ------------


Name : Profane Red cap
Level: 6
MaxHP: 56
MaxSP: 100

Strength: 17
Magic   : 16
Vitality: 15
Agility : 10
Cunning : 22

Resist: Body Dark
Weak  : Electricity Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Bane (Type: Dark, 25 SP. Must be used on a target weak to Dark. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Dark (3))
6) Cull (Type: Dark, 20 SP. Must target a character whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (3))
7) ------------
8) ------------


Name : Headless
Level: 6
MaxHP: 68
MaxSP: 100

Strength: 19
Magic   : 6
Vitality: 33
Agility : 11
Cunning : 11

Resist: Ice Body
Weak  : Electricity Light

Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) 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.)
5) 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.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) 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).)


Name : Ukobach
Level: 5
MaxHP: 45
MaxSP: 100

Strength: 8
Magic   : 20
Vitality: 8
Agility : 20
Cunning : 19

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) ------------
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7) ------------
8) ------------


Name : Actaeon
Level: 6
MaxHP: 62
MaxSP: 100

Strength: 24
Magic   : 6
Vitality: 18
Agility : 24
Cunning : 8

Resist: Ice
Weak  : Fire Mind Light Dark

Abilities Known:
1) Quelling Cry (Type: Debuff, 25 SP. 70% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (6))
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
5) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
6) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
7) ------------
8) ------------


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) ------------
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Name : Frigid Gremlin
Level: 5
MaxHP: 44
MaxSP: 100

Strength: 7
Magic   : 16
Vitality: 15
Agility : 20
Cunning : 17

Resist: Ice Electricity
Weak  : Body

Abilities Known:
1) Focusbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce accuracy by 20%.)
2) Yellow Whisper (Type: Mind, 20 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (8))
3) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
4) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
5) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
6) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
7) ------------
8) ------------


Name : Nero
Level: 5
MaxHP: 50
MaxSP: 100

Strength: 9
Magic   : 23
Vitality: 22
Agility : 12
Cunning : 9

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) ------------
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8) ------------



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

Name : Red cap
Level: 3
MaxHP: 41
MaxSP: 100

Strength: 17
Magic   : 8
Vitality: 16
Agility : 10
Cunning : 14

Resist: Body
Weak  : Electricity Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) ------------
6) ------------
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8) ------------


Name : Goblin
Level: 4
MaxHP: 41
MaxSP: 100

Strength: 13
Magic   : 9
Vitality: 12
Agility : 18
Cunning : 18

Resist: Fire
Weak  : Mind

Abilities Known:
1) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
2) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Faerie
Level: 3
MaxHP: 38
MaxSP: 100

Strength: 5
Magic   : 17
Vitality: 6
Agility : 21
Cunning : 16

Resist: Mind
Weak  : Fire Body

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) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Preta
Level: 3
MaxHP: 42
MaxSP: 100

Strength: 11
Magic   : 9
Vitality: 9
Agility : 16
Cunning : 20

Resist: Body
Weak  : Fire Ice 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) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Blessed Faerie
Level: 2
MaxHP: 40
MaxSP: 100

Strength: 4
Magic   : 15
Vitality: 6
Agility : 20
Cunning : 15

Resist: Mind
Weak  : Fire Body

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) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
5) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
6) ------------
7) ------------
8) ------------


Name : Malingee
Level: 4
MaxHP: 41
MaxSP: 100

Strength: 26
Magic   : 5
Vitality: 11
Agility : 17
Cunning : 11

Resist: Fire
Weak  : Ice

Abilities Known:
1) Fierce Stab (Type: Pierce, 5 SP. 70 Power attack.)
2) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
3) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Zar
Level: 4
MaxHP: 41
MaxSP: 100

Strength: 11
Magic   : 14
Vitality: 11
Agility : 17
Cunning : 17

Resist: Mind Dark
Weak  : Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) 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))
4) Yellow Whisper (Type: Mind, 20 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (8))
5) ------------
6) ------------
7) ------------
8) ------------


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

Strength: 26
Magic   : 9
Vitality: 25
Agility : 11
Cunning : 9

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) ------------
6) ------------
7) ------------
8) ------------


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

Re: CiP: Orb of Power, Buff and Defense

Postby wizzzargh » Thu Jun 09, 2016 6:54 pm

Sandman25 wrote:Headless learned Oppressor and Juggernaut (only today I noticed that Juggernaut consists of two independent effects, I underestimated the ability before, I thought that extra turn can happen only if the demon moved AND was wounded):(


I think your original thoughts were correct about Juggernaut, I believe both the defense and faster turn are linked to being hurt while moving. Juggernaut is still a decent choice for Headless though- since he's a little slow, Juggernaut helps him close distance and move from enemy to enemy more swiftly and without taking as much damage.

As for the Asrai you have linked with- I think you could probably disband the Profane Redcap in favor of the Asrai, perhaps training Bane to another one of your magic attackers if you want to keep the Dark attacks for the rest of Anomaly. But you could also save your currency and teach somebody Frost Dart from the Asrai so you have lots of ranged attackers with plenty of Ice abilities...
wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: CiP: Orb of Power, Buff and Defense

Postby Sandman25 » Thu Jun 09, 2016 7:40 pm

I think your original thoughts were correct about Juggernaut, I believe both the defense and faster turn are linked to being hurt while moving.


Really? I believe yesterday I noticed that Ogre got extra attack without movement, it was already adjacent to a monster. Something like "Ogre feels quick" (no, I didn't buff it prior to that). I will pay closer attention to Headless to see if it happens again.

Thank you for the advices, I think I will activate the link. Dash+Haste+"unsummon all demons rune" make me quite risky.
Sandman25
 
Posts: 496
Joined: Sat Sep 19, 2015 3:35 pm

Re: CiP: Orb of Power, Buff and Defense

Postby Sandman25 » Thu Jun 09, 2016 10:56 pm

Oh, I was wrong, the nick of the character is correct.
Got a pack of Gremlins while trying to retreat into a better position for fighting Python and co. so had to escape to Anomaly 3 after exploring just 15% of anomaly 2.
Killed a hero there and then barely escaped from Paracelcius (almost all of my demons were at red HP at this point), again into Tower because haste does not help when you run into another pack, explored just 15% of anomaly 3.
I am hopeless, back to DCSS :(

Code: Select all
Demon Party Dump File
Version 5/3/2016, Scoring Model: 4/12/2016
Dump file created at: 6/9/2016 6:53:03 PM


Summoner BadPlayer...
was chosen by the Orb of Power,
selected Buff and Defense as their starting elements,
is currently at Tower:5,
and is still alive!



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

Name : BadPlayer
Level: 7
MaxHP: 74
MaxSP: 100

Strength: 4
Magic   : 18
Vitality: 45
Agility : 16
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) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
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) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)

Inventory:
1 Heart rune
2 Pure gem
3 Heal gem
2 Heal stone
1 Calm card
1 Trouble chime
1 Peace offering
1 Pure stone

Current Credits: 450



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

Name : Gandayah
Level: 7
MaxHP: 55
MaxSP: 125

Strength: 13
Magic   : 21
Vitality: 28
Agility : 12
Cunning : 11

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) ------------
8) ------------


Name : Headless
Level: 7
MaxHP: 71
MaxSP: 100

Strength: 21
Magic   : 6
Vitality: 35
Agility : 12
Cunning : 11

Resist: Ice Body
Weak  : Electricity Light

Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) 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.)
5) 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.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) 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).)


Name : Ukobach
Level: 6
MaxHP: 48
MaxSP: 100

Strength: 9
Magic   : 21
Vitality: 8
Agility : 21
Cunning : 21

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) ------------
7) ------------
8) ------------


Name : Actaeon
Level: 7
MaxHP: 66
MaxSP: 100

Strength: 26
Magic   : 6
Vitality: 19
Agility : 26
Cunning : 8

Resist: Ice
Weak  : Fire Mind Light Dark

Abilities Known:
1) Quelling Cry (Type: Debuff, 25 SP. 70% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (6))
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
5) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
6) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
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 : Frigid Gremlin
Level: 6
MaxHP: 47
MaxSP: 100

Strength: 7
Magic   : 17
Vitality: 16
Agility : 22
Cunning : 18

Resist: Ice Electricity
Weak  : Body

Abilities Known:
1) Focusbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce accuracy by 20%.)
2) Yellow Whisper (Type: Mind, 20 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (8))
3) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
4) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
5) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
6) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
7) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
8) ------------


Name : Nero
Level: 6
MaxHP: 55
MaxSP: 125

Strength: 9
Magic   : 25
Vitality: 24
Agility : 13
Cunning : 9

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) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) ------------
8) ------------


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) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
6) ------------
7) ------------
8) ------------



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

Name : Goblin
Level: 4
MaxHP: 41
MaxSP: 100

Strength: 13
Magic   : 9
Vitality: 12
Agility : 18
Cunning : 18

Resist: Fire
Weak  : Mind

Abilities Known:
1) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
2) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Faerie
Level: 3
MaxHP: 38
MaxSP: 100

Strength: 5
Magic   : 17
Vitality: 6
Agility : 21
Cunning : 16

Resist: Mind
Weak  : Fire Body

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) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Preta
Level: 3
MaxHP: 42
MaxSP: 100

Strength: 11
Magic   : 9
Vitality: 9
Agility : 16
Cunning : 20

Resist: Body
Weak  : Fire Ice 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) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Blessed Faerie
Level: 2
MaxHP: 40
MaxSP: 100

Strength: 4
Magic   : 15
Vitality: 6
Agility : 20
Cunning : 15

Resist: Mind
Weak  : Fire Body

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) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
5) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
6) ------------
7) ------------
8) ------------


Name : Malingee
Level: 4
MaxHP: 41
MaxSP: 100

Strength: 26
Magic   : 5
Vitality: 11
Agility : 17
Cunning : 11

Resist: Fire
Weak  : Ice

Abilities Known:
1) Fierce Stab (Type: Pierce, 5 SP. 70 Power attack.)
2) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
3) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Zar
Level: 4
MaxHP: 41
MaxSP: 100

Strength: 11
Magic   : 14
Vitality: 11
Agility : 17
Cunning : 17

Resist: Mind Dark
Weak  : Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) 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))
4) Yellow Whisper (Type: Mind, 20 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (8))
5) ------------
6) ------------
7) ------------
8) ------------


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

Strength: 26
Magic   : 9
Vitality: 25
Agility : 11
Cunning : 9

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) ------------
6) ------------
7) ------------
8) ------------


Name : Profane Red cap
Level: 6
MaxHP: 56
MaxSP: 100

Strength: 17
Magic   : 16
Vitality: 15
Agility : 10
Cunning : 22

Resist: Body Dark
Weak  : Electricity Light

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Bane (Type: Dark, 25 SP. Must be used on a target weak to Dark. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Dark (3))
6) Cull (Type: Dark, 20 SP. Must target a character whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (3))
7) ------------
8) ------------


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

Re: CiP: Orb of Power, Buff and Defense

Postby wizzzargh » Fri Jun 10, 2016 12:41 am

Ha, I have to run away from Anomaly:3 because of Paracelsus all the time. I think he's easily the strongest summoner relative to when he shows up.
wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: CiP: Orb of Power, Buff and Defense

Postby Sandman25 » Fri Jun 10, 2016 1:01 am

Why is he in the game then? It is not DCSS, we cannot return later to the level or just tele and continue exploring :(
For testing luck on how much territory we can explore before he shows up? :)
Good thing is that I lost no demons so far and used just a single consumable in the whole game (I was curious if Paracelsus is smart enough to unsummon demon affected by flaming rune, he was smart indeed)

Edit. Or maybe it is not good thing, I suspect it is optimal to lose demons in fights though I don't like it.
Sandman25
 
Posts: 496
Joined: Sat Sep 19, 2015 3:35 pm

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