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.
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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.)
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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))
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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))
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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.))
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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.))
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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.)
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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))
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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%.)
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--==== 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.)
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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))
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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))
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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))
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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.)
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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%.)
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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.)
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