The game started to pick up at anomaly (anomaly is dark caster heaven, dark type absolutely destroys everything). That's where I picked up an aithir for light dart and twilight. I also caught a fetch just for innocence to help tag full HP enemies with high power light darts. I also ate the slime at some point to get agony, which is another great dark spell. Now, copying abilities to the PC gets insanely expensive fast, I'm not sure if costs were raised in reaction to some of the relic upgrades that lower the costs or what; regardless, it felt like it took a really long time to get everything set up. Once I replaced reaper's mien with twilight (I forget which floor, but the copy cost was ~2500 demons' souls I believe, probably XL 11 or so?), the ACTUAL game began. I was anxious to see how effective twilight spam would be, but I also started missing reaper's mien because it's so so good.
So the plan of action was to tag full health enemies at first, let my allies get hurt once they closed the distance, draw wounds to heal until <50% hp, then spam the everloving shit out of my spells while hiding behind my dudes. Light dart and agony go down to 5 sp (with no cooldown!) making them effectively free with natural sp regen. Note that having a healer out will heal you and ruin your twilight abuse, so I made my default party make-up a ruhin with focus+might, 1-2 frontliners and sometimes a magic support, with my PC essentially being the healer. Also, since Vodun Mask has enemy sense, you can make a beeline to the next pack with low health and start the battle while in twilight, although this can be risky.
Battle while in twilight mostly involved just keeping a safe position and distance while spamming light dart (and only light dart for light-weak targets) or vigor siphon/agony and finishing them off with snuff out (does the hp % range on snuff out increase based on magic stat vs vitality? it feels like the range does increase, although it might just be the chance of it working increasing in a fixed range). In most cases, my team and I were usually able to clean up before I could even get into the red, just because dark/light is pretty strong in the first place. And when I did get into the red, it was usually because my frontliners were taking heavy dps from nasty stuff (like raiju or hard hitting melee dudes that stun like oni or those aztec guys), which are times when you really don't want to have low hp.
Speaking of raijus, practically everything that can jump or teleport or smite-target was a huge threat to my survival. Luckily with raijus, although I did enter twilight fairly often, they're glass dodge cannons which was ok thanks to my "cannot miss" dark abilities. But some things required very careful play, like chindi packs (which are spooky because of delayed turns and potential to be snuffed out), acheri packs (which can vomit on you at range if you're infected), and angel/easg saint packs (which helpfully bring you down to 50% hp with humble, but then can instakill you with punish if you make an attack in line of sight of all of the angels). All in all there were quite a few close calls.
Anyway I had some fun from mid to late tower with this build, but late tower can be pretty dangerous depending on the pack, and entering the LOS of an enemy pack with low health can end your game. For example, abatwa(sp?) packs will poison+++++++ you before you even get a chance to look at your inventory; rounding a corner into a pack of enemies with pounce/leap attack/bull rush/rhino charge will also end your game if you're not at full hp. So twilight fell off pretty hard around this point, and I kept a healer out too... and I also encountered bigfoot on floor 15, who I captured with a gold offering. And holy hell is this guy insane.
He basically obliterates everything that he sprints into, chucking high velocity armor piercing logs. So I just stopped bothering with twilight. Since bigfoot is so fast, I was able to sort of safely cheese some fights by ctrl+moving him into the enemy's view and letting him handle everything. If he started taking too much damage I'd just unsummon him and the two healers I had on him and disappeared into the TWILIGHT. GET IT. HAHAHA. Bigfoot even murdered Breska, who apparently had consume as an upgrade, and force fed that asshole all of his demons while I was hiding out of LOS. It was so fast I didn't even notice until after I retreated my demons and went back for round 2, and saw Breska charge up to my group, alone. Anyway those last few floors I just let bigfoot solo packs, or avoided conflict using enemy sense. Still, twilight playstyle is fun and exciting when you get it running, but definitely way too risky.
- Code: Select all
Demon Party Dump File
Version 7/1/2016, Scoring Model: 7/1/2016
Dump file created at: 7/8/2016 12:57:04 AM
Summoner MASK OF ZOT...
was chosen by the Vodun Mask,
selected Dark and Healing as their starting elements,
is currently at Tower:20,
and is still alive!
--==== Main Character ===--
Name : MASK OF ZOT
Level: 22
MaxHP: 119
MaxSP: 125
Strength: 4
Magic : 121
Vitality: 19
Agility : 9
Cunning : 27
Resist: Dark
Weak : Light
Abilities Known:
1) Vigor Siphon (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Agony (Type: Dark, 20 SP. Cannot be used on a target with Agony. 85 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (3))
3) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
4) 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))
5) 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))
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) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)
Relic Upgrades:
Enemy Sense (Shows the positions of enemies on the map. Once a level is fully explored, may also reveal additional previously hidden enemies.)
Transpose Soul (Unlocks the Transpose Soul transmutation, which lets you sacrifice a demon to choose and learn one of the bonus abilities from the modifier it would pass if used with Fuse Demons.)
Far Summon II (Increases the range of Summon by 4.)
Inventory:
3 Bolt rune
1 Meteor rune
2 Pain rune
10 Pure stone
15 Heal stone
3 Heal gem
2 Trouble chime
2 Pure gem
1 Chakra gem
1 Curse rune
1 Venom rune
1 Chakra stone
1 Peace offering
Current Credits: 6279
--==== Current Party ===--
Name : Fiery Faerie
Level: 15
MaxHP: 80
MaxSP: 125
Strength: 8
Magic : 40
Vitality: 10
Agility : 37
Cunning : 30
Resist: Fire Mind
Weak : Body
Abilities Known:
1) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
2) 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))
3) Fire Breath (Type: Fire, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss. Cooldown: Breath (4))
4) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
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) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)
Name : Psychic Nero
Level: 17
MaxHP: 98
MaxSP: 125
Strength: 13
Magic : 39
Vitality: 33
Agility : 17
Cunning : 33
Resist: Fire Ice Mind
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) Mind Spike (Type: Mind, 10 SP. 40 Power attack. Cannot miss.)
6) Mind Blast (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)
Name : Solid Ruhin
Level: 17
MaxHP: 96
MaxSP: 125
Strength: 8
Magic : 17
Vitality: 42
Agility : 35
Cunning : 33
Immune: Body
Resist: Mind
Weak : Electricity
Abilities Known:
1) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
2) Alert (Type: Buff, 20 SP. Improves evasion by 25%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
5) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
6) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
7) Might (Type: Buff, 20 SP. Improves offense by 25%.)
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)
Name : Polar Akateko
Level: 19
MaxHP: 83
MaxSP: 125
Strength: 9
Magic : 52
Vitality: 29
Agility : 41
Cunning : 14
Immune: Ice 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) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
6) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
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Name : Bigfoot
Level: 30
MaxHP: 129
MaxSP: 100
Strength: 84
Magic : 8
Vitality: 48
Agility : 30
Cunning : 30
Resist: Ice
Weak : Fire
Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Log Toss (Type: Impact, 20 SP. 100 Power attack. Cooldown: Luck (6))
3) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
4) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
7) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
8) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
Name : Imbued Mananangal
Level: 19
MaxHP: 97
MaxSP: 100
Strength: 11
Magic : 41
Vitality: 17
Agility : 35
Cunning : 41
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) Might (Type: Buff, 20 SP. Improves offense by 25%.)
6) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
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--==== Recently Slain Allies ===--
Name : Shisa
Level: 14
MaxHP: 75
MaxSP: 100
Strength: 30
Magic : 27
Vitality: 30
Agility : 19
Cunning : 14
Resist: Light Dark
Weak : Fire
Abilities Known:
1) Holy Word (Type: Light, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Cannot miss. Cooldown: Breath (4))
2) Cursebreak Cut (Type: Slash, 20 SP. 70 Power attack. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down from you or a nearby ally.)
3) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
4) Exorcist's Mien (Type: Light, Passive. Your Light attacks gain two 50% chances to delay the next turn of targets weak to Light.)
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Name : Akateko
Level: 12
MaxHP: 56
MaxSP: 100
Strength: 8
Magic : 34
Vitality: 22
Agility : 33
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.)
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Name : Frigid Easg saint
Level: 15
MaxHP: 86
MaxSP: 100
Strength: 8
Magic : 47
Vitality: 19
Agility : 31
Cunning : 20
Immune: Light
Resist: Ice
Weak : Body Dark
Abilities Known:
1) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
2) Quiet Prayer (Type: None, 0 SP. Reduces Light and Dark cooldowns by 1 turn. 25% chance of an extra, random benefit as well.)
3) Humble (Type: Light, 20 SP. Must target a character whose HP is more than 50% of their maximum. 70 Power attack. Cannot miss. Cooldown: Light (3))
4) Judge's Mien (Type: Light, Passive. Light attacks have a 50% chance to inflict Guilt on targets whose last action was a damaging ability, healing those who damage the targets (excluding reactions).)
5) Ice Breath (Type: Ice, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss. Cooldown: Breath (4))
6) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
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Name : Mananangal
Level: 18
MaxHP: 83
MaxSP: 100
Strength: 11
Magic : 40
Vitality: 16
Agility : 34
Cunning : 39
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.)
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Name : Holy Aithir
Level: 17
MaxHP: 90
MaxSP: 100
Strength: 8
Magic : 44
Vitality: 17
Agility : 22
Cunning : 44
Immune: Body Light Dark
Weak : Fire Ice Electricity
Abilities Known:
1) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
2) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 15 (to a minimum of 0), and you ignore and no longer receive Light and Dark cooldowns.)
5) 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))
6) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
7) Ice Breath (Type: Ice, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss. Cooldown: Breath (4))
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Name : Polar Mananangal
Level: 18
MaxHP: 92
MaxSP: 100
Strength: 9
Magic : 48
Vitality: 19
Agility : 33
Cunning : 31
Immune: Ice 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) Chilling Blast (Type: Ice, 20 SP. 55 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
6) Ice Breath (Type: Ice, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss. Cooldown: Breath (4))
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