YAVP: Faithful heart, healing and fire.

The tower awaits!

YAVP: Crown of glory with healing primary and light secondar

Postby Remora » Tue Dec 13, 2016 6:22 pm

I think this might be the first recorded win of the new update(s)!

Image

Code: Select all
Demon Party Dump File
Version 12/12/2016, Scoring Model: 12/11/2016
Dump file created at: 12/13/2016 12:05:19 PM


Summoner Antibody...
was chosen by the Crown of Glory,
selected Healing and Light as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Antibody
Level: 28
MaxHP: 161
MaxSP: 100

Strength: 58
Magic   : 26
Vitality: 64
Agility : 46
Cunning : 6

Resist: Light
Weak  : Dark

Abilities Known:
1) Reviving Cut (Type: Slash, 15 SP. 70 Power attack. Briefly bestows Regeneration on you or a nearby ally, restoring health over time.)
2) Cleansing Cut (Type: Slash, 20 SP. 70 Power attack. Removes Infection, Poison, and Paralysis from you or a nearby ally.)
3) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
4) Battle Cry (Type: Buff, 35 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (6))
5) 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.)
6) Hand of Light (Type: Light, Passive. Your Slash, Impact, and Pierce attacks that damage targets weak to Light also deal a 85 Power Light attack if the additional damage would be fatal to the target.)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)

Relic Upgrades:
Quick Summon (Makes Summon a free action with a 1 turn cooldown.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
6 Pain glyph
2 Heal gem
5 Zephyr card
20 Chakra stone
33 Heal stone
10 Pure stone
3 Peace offering
6 Chakra gem
2 Pure gem
1 Calm card
1 Venom rune
1 Wind card
1 White essence

Current Credits: 60892



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2*         0          0          8*         0         
Impact       2          0          1          7*         0         
Pierce       1          0          0          8*         0         
Fire         1          0          0          4*         4         
Ice          1          0          3          5*         0         
Electricity  1          0          0          6*         2         
Body         1          1          1          5*         1         
Mind         3          1          2          4*         1         
Light        2          1          1*         3          3         
Dark         3          1          2          4          1*         

n : Number of party members counted.
* : Denotes the main character is included.



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

Name : Headless
Level: 19
MaxHP: 127
MaxSP: 100

Strength: 35
Magic   : 11
Vitality: 59
Agility : 20
Cunning : 20

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 by enemies (excluding Ignite, Poison, and reactions).)


Name : Psychic Kitsune
Level: 24
MaxHP: 105
MaxSP: 100

Strength: 10
Magic   : 41
Vitality: 22
Agility : 36
Cunning : 61

Resist: Mind
Weak  : Body

Abilities Known:
1) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Thunderous (Type: Electricity, Passive. Shocking a target also has a 70% chance to delay the next turn of nearby enemies.)
3) Distract (Type: Debuff, 15 SP. 70% chance to reduce accuracy by 20%.)
4) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
5) Mind Blank (Type: Mind, 10 SP. Four 40% chances to delay the next turn of the target.)
6) Dazzling Gaze (Type: Mind, 10 SP. 65% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (6))
7) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
8) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))


Name : Baleful Zagh
Level: 25
MaxHP: 96
MaxSP: 100

Strength: 17
Magic   : 63
Vitality: 22
Agility : 22
Cunning : 51

Immune: Mind Light Dark
Weak  : Fire

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Humble (Type: Light, 20 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (2))
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
5) 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.)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
8) Accursed Veil (Type: Dark, Reactive. 35% chance to inflict Pariah adjacent characters that deal damage to you, causing the target's allies to take damage when the target does (excluding reactions).)


Name : Brewmaster Druj nasu
Level: 25
MaxHP: 114
MaxSP: 100

Strength: 11
Magic   : 42
Vitality: 40
Agility : 11
Cunning : 71

Immune: Body
Resist: Mind 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) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
6) Madness Glare (Type: Mind, 30 SP. 50% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (14))
7) Inquisition (Type: Light, 35 SP. 50% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
8) ------------


Name : Hob
Level: 24
MaxHP: 104
MaxSP: 100

Strength: 27
Magic   : 45
Vitality: 38
Agility : 23
Cunning : 37

Resist: Ice
Weak  : Fire

Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
4) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
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Name : Blessed Shoggoth
Level: 28
MaxHP: 137
MaxSP: 100

Strength: 54
Magic   : 15
Vitality: 53
Agility : 30
Cunning : 38

Resist: Impact Ice
Weak  : Fire Mind

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 35% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
6) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
7) Dazzling Gaze (Type: Mind, 10 SP. 65% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (6))
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))


Name : Lifebender Charun
Level: 29
MaxHP: 143
MaxSP: 100

Strength: 63
Magic   : 44
Vitality: 51
Agility : 25
Cunning : 12

Resist: Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
6) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
7) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
8) 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))



--==== Recent Messages ====--

 Your kitsune looks healthier.
 You are no longer in agony.
 Your charun is no longer in agony.
 Your shoggoth is no longer in agony.
 Your kitsune is no longer in agony.
 Your shoggoth is no longer regenerating.
 Your shoggoth is less isolated.
 Your charun gestures at your shoggoth.
 Your shoggoth looks healthier.
 Your kitsune's evasion returns to normal.
 Your charun gestures at himself.
 Your charun looks healthier.
 You continue resting to restore your inactive
 allies.
 Rest complete.
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using Dismiss...
 You unsummon your kitsune!
 You can't use Dismiss again yet.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your druj nasu!
 You can't use Dismiss again yet.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 You swap places with your shoggoth.
 Using Dismiss...
 You unsummon your shoggoth!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your kitsune!
 Using Battle Cry...
 Battle Cry can only be centered on yourself.
 Press Enter to execute, Escape to cancel.
 You shout a battle cry.
 You feel more powerful!
 Your druj nasu looks more powerful!
 Your charun looks more powerful!
 Your kitsune looks more powerful!
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Foul Banshee
Level: 18
MaxHP: 72
MaxSP: 100

Strength: 9
Magic   : 41
Vitality: 18
Agility : 18
Cunning : 54

Immune: Body
Resist: Slash Impact Pierce Ice
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) Distract Host (Type: Debuff, 25 SP. 70% chance to reduce accuracy by 20%.)
5) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
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Name : Jinn
Level: 22
MaxHP: 94
MaxSP: 100

Strength: 26
Magic   : 45
Vitality: 32
Agility : 25
Cunning : 32

Immune: Fire
Resist: Dark
Weak  : Ice Light

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) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) 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.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
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Name : Civatateo
Level: 27
MaxHP: 95
MaxSP: 100

Strength: 26
Magic   : 71
Vitality: 26
Agility : 25
Cunning : 37

Resist: Ice Body Light Dark
Weak  : Fire Electricity

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 50% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 30 SP. 85 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
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Name : Shikigami
Level: 17
MaxHP: 70
MaxSP: 100

Strength: 10
Magic   : 38
Vitality: 16
Agility : 33
Cunning : 38

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
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Name : Impundulu
Level: 25
MaxHP: 93
MaxSP: 100

Strength: 24
Magic   : 50
Vitality: 24
Agility : 42
Cunning : 35

Resist: Electricity Dark
Weak  : Ice

Abilities Known:
1) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
2) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
3) 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))
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Name : Yuki-onna
Level: 27
MaxHP: 104
MaxSP: 100

Strength: 30
Magic   : 56
Vitality: 29
Agility : 29
Cunning : 41

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
4) 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))
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Name : Yuki-onna
Level: 27
MaxHP: 104
MaxSP: 100

Strength: 30
Magic   : 56
Vitality: 29
Agility : 29
Cunning : 41

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
4) 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))
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Name : Ghoul
Level: 22
MaxHP: 102
MaxSP: 100

Strength: 42
Magic   : 12
Vitality: 32
Agility : 39
Cunning : 35

Resist: Body
Weak  : Fire Mind Light

Abilities Known:
1) Numbing Bite (Type: Pierce, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
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) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
4) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
5) 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.)
6) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
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8) ------------


Given the name, I was going for an "anti-body" build. It had some mild success but I guess in that particular role it could have been a little better; I did still have a little trouble with ben nefilin and abatwa, but with quick summon, quick dismiss, and nightingale they were more annoying than anything. Note how weak my party is to fire attacks: I played carefully around demas, but later on I didn't have too much trouble with jinn and cherufes (the latter of which would be slow to fight because of the lack of ice damage my party had for a while). Beyond that, my party did fairly well against nearly everything else; only Paracelsus and his party and the Phoenix took some time to defeat (I am sure Paracelsus was the only encountered living summoner and I only ran into Zaiji and Adria).

Hand of light is pretty good; fiery claw was taken because of its split damage and quite a few body-based demons are weak to fire. It would also be useful versus some slash resistant demons. I invested some into magic to get more power out of that and the redone hand of light, which proved to be reliable to dispose of light-weak demons a bit quicker than otherwise.

I went with nightingale for a first relic upgrade because it goes well with quick dismiss and with regeneration unsummoned demons can restore lots of health in a few turns. I figure that it will be more appreciated with this update, especially versus "dirty needle" vodun mask wraiths.

Image

On the final floor, after clearing it of all demons and corpses, I used a ghost chime and ran into wizzzargh's
ghost.
It took a while to defeat his party, but I did come out on top! He only managed to kill my ghoul, which I did not bother with reviving. I don't think his wraith used sudden chill much, if at all, so my party was fairly safe from being shattered by a party full of icebreakers (not that it was an easy battle, it's just that my party had better chances of survival, albeit I am not sure if it was the ghoul that actually ended up dying by being shattered).

Shortly afterwards, I used a mirror chime and fought my own party! The main difference is that my mirror lacked Headless but had a yuki-onna and the late ghoul to compensate for the empty slots. It actually wasn't all too difficult, but I did have to use a wind card at one point to get out of being surrounded. My own PC having an instant kill light ability and fiery claw would be useful versus a party full of demons weak to such attacks. My own mirror was vulnerable to body attacks, so my druj nasu came in handy for disabling its healing potential; it didn't bother with cleansing slash much for whatever reason. I also didn't bother to screenshot it, but you could probably figure out its stats from conjecture and the body weakness mattered more in the end than its other weakness and its resistances.

I found this a fairly fun update. Aside from what I have described, I think I may have only encountered one or two other relic wraiths, one of which was an orb of power. I am sure I defeated all encounters and cleared every floor of corpses.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby wizzzargh » Wed Dec 14, 2016 12:06 am

Neat, glad to see my ghosts are getting some action, even if they didn't manage to make new ghosts... There aren't many ghosts past the early game so I figured it was my solemn duty to spice up the lategame as much as I could, winning shminning
wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Wed Dec 14, 2016 5:05 am

Congrats! I think you were indeed first, but it was close! We had another later today! :D

It's true: Body heavy demons are often undead or unclean, which usually leads to a Fire/Light/Electricity-ish weakness set (and conversely, Ice/Dark resistances) If you're really worried about (or just want to have a strong answer for) Body, Fire's a good bet. :D

Odd that the lower level Fire monsters were more trouble than the later ones. Do you think anything in particular helped change things, or were they just easier?

Yes, Nightengale works quite well with Regen as a good way to keep cycling guys back in in what you anticipate will be a long, drawn out fight. :D

Not sure why that ghost would have hesitated on Sudden Chill, unless you happened to be using 2 or 3 of your Ice-resistant guys? Hmm.. well, AEs are going to be up for review with the "cannot miss" purge since many AEs are also that, so I'll peek at the AI again and make sure it's sane.

I'm glad you enjoyed the update. :) Definitely seems like I have a few adjustments to make, but it's beginning to sound like I got at least somewhere close to the mark on the first shot with the new stuff, which is always happy-making. :D Congrats again on the win, and thanks for the write up. :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: YAVP: Three in a row!

Postby Remora » Tue Dec 27, 2016 3:40 am

In regards to the demas and cherufe, I figure it was more about letting my PC get up close in more of the battles with the latter. Odd, given that cherufe have the slash resistance while demas do not.

Anyway, I just got a three win streak:

Code: Select all
Demon Party Dump File
Version 12/12/2016, Scoring Model: 12/11/2016
Dump file created at: 12/21/2016 12:26:52 AM


Summoner torellini...
was chosen by the Orb of Power,
selected Dark and Ice as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Torellini
Level: 28
MaxHP: 205
MaxSP: 100

Strength: 4
Magic   : 67
Vitality: 112
Agility : 14
Cunning : 8

Resist: Mind Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Vigor Siphon (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
3) Frost Ring (Type: Ice, 25 SP. 55 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
4) Life Siphon (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
5) 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.))
6) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
7) Demon's Mien (Type: Dark, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Dark.)
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))

Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
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.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
4 Pain glyph
1 Curse rune
5 Chakra stone
5 Calm card
12 Pure stone
5 Heal stone
1 Venom rune
3 Flame glyph
1 Peace offering
1 Zephyr card
1 Frost glyph
2 Heart glyph
1 Night rune
1 Bolt glyph

Current Credits: 23391



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        1          0          1          7          1*         
Impact       2          0          2          6          1*         
Pierce       2          0          1          7          1*         
Fire         1          0          2          2*         5         
Ice          2*         1          3          5*         0         
Electricity  0          0          1          8*         0         
Body         3*         2          1          4*         2         
Mind         3          0          2*         6          1         
Light        3          2          1          4*         2         
Dark         2*         0          3*         3          3         

n : Number of party members counted.
* : Denotes the main character is included.



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

Name : Barbegazi
Level: 26
MaxHP: 114
MaxSP: 100

Strength: 29
Magic   : 58
Vitality: 51
Agility : 21
Cunning : 21

Immune: Ice
Weak  : Fire

Abilities Known:
1) Cryopulse (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) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
6) 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.)
7) ------------
8) ------------


Name : Ninkasi
Level: 27
MaxHP: 103
MaxSP: 100

Strength: 21
Magic   : 36
Vitality: 36
Agility : 46
Cunning : 46

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Might (Type: Buff, 20 SP. Improves offense by 25%.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
5) Alluring Gaze (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (10))
6) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
7) ------------
8) ------------


Name : Mysterious Druj nasu
Level: 24
MaxHP: 101
MaxSP: 100

Strength: 11
Magic   : 44
Vitality: 33
Agility : 10
Cunning : 72

Immune: Body
Resist: Fire Dark
Weak  : 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) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
6) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
7) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
8) 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.)


Name : Dryad
Level: 19
MaxHP: 90
MaxSP: 100

Strength: 14
Magic   : 38
Vitality: 29
Agility : 35
Cunning : 29

Resist: Electricity Light
Weak  : Fire Body Dark

Abilities Known:
1) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
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) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
4) 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.)
5) Accursed Veil (Type: Dark, Reactive. 35% chance to inflict Pariah adjacent characters that deal damage to you, causing the target's allies to take damage when the target does (excluding reactions).)
6) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
7) 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.)
8) 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))


Name : Shoggoth
Level: 28
MaxHP: 122
MaxSP: 100

Strength: 54
Magic   : 15
Vitality: 53
Agility : 30
Cunning : 38

Resist: Impact Ice
Weak  : Fire Mind

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 35% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
6) Piercing Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (4))
7) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
8) ------------


Name : Power
Level: 29
MaxHP: 107
MaxSP: 100

Strength: 83
Magic   : 15
Vitality: 51
Agility : 31
Cunning : 15

Immune: Light
Resist: Slash Impact Pierce
Weak  : Dark

Abilities Known:
1) Eviscerate (Type: Pierce, 20 SP. 100 Power attack.)
2) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
4) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
5) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
6) ------------
7) ------------
8) ------------


Name : Nero
Level: 21
MaxHP: 104
MaxSP: 100

Strength: 25
Magic   : 44
Vitality: 44
Agility : 24
Cunning : 18

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


Name : Sainted Druj nasu
Level: 26
MaxHP: 106
MaxSP: 100

Strength: 11
Magic   : 47
Vitality: 35
Agility : 11
Cunning : 76

Immune: Body Light
Resist: Dark
Weak  : Fire

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) Inquisition (Type: Light, 35 SP. 50% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
6) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) ------------
8) ------------



--==== Recent Messages ====--

 allies.
 Rest complete.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You swap places with your shoggoth.
 You swap places with your power.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You manage to extract an ability from the damaged
 relic!
 You can learn Bask. Accept? (Y or N)
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find an item on the corpse!
 You pick up the small cache.
 Your relic absorbs 234 C.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find nothing of interest.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find nothing of interest.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using Dismiss...
 You unsummon Ninkasi!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your druj nasu!
 Using Dismiss...
 You unsummon your shoggoth!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your dryad!
 Using purple essence...
 Purple Essence can only be aimed at yourself.
 Press Enter to execute, Escape to cancel.
 You use the purple essence.
 Your Agility increases by 5!
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Shisa
Level: 16
MaxHP: 74
MaxSP: 100

Strength: 37
Magic   : 29
Vitality: 29
Agility : 20
Cunning : 15

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 and Dark attacks deal 20% more damage to targets weak to Light.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Shikigami
Level: 17
MaxHP: 70
MaxSP: 100

Strength: 10
Magic   : 38
Vitality: 16
Agility : 33
Cunning : 38

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ben nefilin
Level: 20
MaxHP: 85
MaxSP: 100

Strength: 24
Magic   : 36
Vitality: 30
Agility : 12
Cunning : 48

Resist: Slash Body Dark
Weak  : Electricity Light

Abilities Known:
1) 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.)
2) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
3) Body Lock (Type: Body, 30 SP. 50% chance to cause Paralysis, causing the target to frequently miss their turns.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Power
Level: 27
MaxHP: 102
MaxSP: 100

Strength: 79
Magic   : 14
Vitality: 49
Agility : 29
Cunning : 14

Immune: Light
Resist: Slash Impact Pierce
Weak  : Dark

Abilities Known:
1) Eviscerate (Type: Pierce, 20 SP. 100 Power attack.)
2) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Shisa
Level: 16
MaxHP: 74
MaxSP: 100

Strength: 37
Magic   : 29
Vitality: 29
Agility : 20
Cunning : 15

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 and Dark attacks deal 20% more damage to targets weak to Light.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Polong
Level: 25
MaxHP: 91
MaxSP: 100

Strength: 14
Magic   : 49
Vitality: 21
Agility : 35
Cunning : 56

Immune: Body
Resist: Mind Dark
Weak  : Electricity Light

Abilities Known:
1) Major Pain (Type: Mind, 25 SP. 55 Power attack. Has two 70% chances to delay the next turn of the target.)
2) Wither (Type: Debuff, 30 SP. 70% chance to reduce offense and accuracy by 20%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Polong
Level: 25
MaxHP: 91
MaxSP: 100

Strength: 14
Magic   : 49
Vitality: 21
Agility : 35
Cunning : 56

Immune: Body
Resist: Mind Dark
Weak  : Electricity Light

Abilities Known:
1) Major Pain (Type: Mind, 25 SP. 55 Power attack. Has two 70% chances to delay the next turn of the target.)
2) Wither (Type: Debuff, 30 SP. 70% chance to reduce offense and accuracy by 20%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Zagh
Level: 24
MaxHP: 94
MaxSP: 100

Strength: 20
Magic   : 55
Vitality: 27
Agility : 27
Cunning : 41

Immune: Mind Light
Weak  : Fire Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Humble (Type: Light, 20 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (2))
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
5) 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.)
6) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
7) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
8) ------------


I currently find vitality the best stat in the game. Favoring it over magic this run lead to a fairly beefy caster. I had three notable relic wraith encounters. I also fought my mirror party twice, first on Anomaly:2 and later on Tower:20.

Code: Select all
Demon Party Dump File
Version 12/12/2016, Scoring Model: 12/11/2016
Dump file created at: 12/26/2016 12:06:32 AM


Summoner Lasagne...
was chosen by the Orb of Power,
selected Dark and Ice as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Lasagne
Level: 28
MaxHP: 205
MaxSP: 100

Strength: 4
Magic   : 67
Vitality: 112
Agility : 9
Cunning : 8

Resist: Mind Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Vigor Drain (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
3) Frost Ring (Type: Ice, 25 SP. 55 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
6) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement.)
7) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
8) Protect (Type: Buff, 20 SP. Improves defense by 25%.)

Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
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.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
3 Calm card
5 Heal gem
3 Zephyr card
1 Frost glyph
4 Pain glyph
1 Flame glyph
11 Pure stone
3 Heart glyph
1 Ghost chime
5 Pure gem
6 Chakra stone
4 Curse rune
2 Chakra gem
12 Heal stone
2 Venom rune
3 Meteor rune
1 Night rune
2 Bolt glyph
1 Silver offering
1 Blizzard rune

Current Credits: 48701



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        0          0          0          3          1*         
Impact       0          0          0          3          1*         
Pierce       0          0          0          3          1*         
Fire         0          0          1          1*         2         
Ice          1*         0          2          2*         0         
Electricity  0          0          0          4*         0         
Body         1          1          0          2*         1         
Mind         0          0          1*         2          1         
Light        0          0          0          1*         3         
Dark         1*         0          2*         0          2         

n : Number of party members counted.
* : Denotes the main character is included.



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

Name : Warded Actaeon
Level: 20
MaxHP: 140
MaxSP: 100

Strength: 36
Magic   : 9
Vitality: 49
Agility : 44
Cunning : 12

Resist: Ice
Weak  : Fire Mind Light Dark

Abilities Known:
1) Quelling Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (4))
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) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement.)
8) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))


Name : Lifegiver Nero
Level: 21
MaxHP: 120
MaxSP: 125

Strength: 20
Magic   : 50
Vitality: 50
Agility : 20
Cunning : 15

Resist: Fire Ice
Weak  : Body Light Dark

Abilities Known:
1) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
6) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
7) 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))
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Druj nasu
Level: 25
MaxHP: 106
MaxSP: 100

Strength: 14
Magic   : 35
Vitality: 42
Agility : 14
Cunning : 70

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



--==== Recent Messages ====--

 The impundulu will be protected longer!
 The impundulu calls down lightning.
 The impundulu strikes you.
 Lasagne's evasion returns to normal.
 The dryad concentrates briefly.
 The dryad looks more evasive!
 The dryad smites you.
 It isn't very effective.
 Lasagne gestures at itself.
 Lasagne looks protected!
 The dryad prays quietly.
 The dryad looks calm! The dryad looks gleeful!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your power!
 The impundulu swaps places with the lilim.
 Lasagne withers your power.
 It's super effective!
 Lasagne saps your power's vigor!
 Lasagne looks more vigorous.
 The dryad smites your power.
 It's super effective!
 You and one of your allies are in danger!
 Your power charges the dryad.
 Your power hits the dryad.
 The dryad is stunned!
 The impundulu throws a flame arrow at your power.
 The impundulu burns your power.
 Lasagne eliminates your power.
 It's super effective!
 Lasagne kills your power!!
 The dryad is no longer stunned.
 The dryad prays quietly.
 The dryad looks calm! The dryad looks gleeful!
 The lilim's defense returns to normal.
 Lasagne gestures at the lilim.
 The lilim looks protected!
 You block the impundulu's attack!
 The lilim's accuracy returns to normal.
 The impundulu gestures at the lilim.
 The lilim looks more accurate!
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using Restore Demon...
 Nevermind then.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Archangel
Level: 20
MaxHP: 80
MaxSP: 100

Strength: 36
Magic   : 24
Vitality: 30
Agility : 36
Cunning : 24

Immune: Light
Resist: Fire Body
Weak  : Dark

Abilities Known:
1) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. Also grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
2) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
3) Exorcism (Type: Light, 25 SP. Only affects enemies weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (4))
4) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Sainted Ben nefilin
Level: 20
MaxHP: 82
MaxSP: 100

Strength: 19
Magic   : 44
Vitality: 24
Agility : 9
Cunning : 54

Immune: Light
Resist: Slash Body Dark
Weak  : Electricity

Abilities Known:
1) 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.)
2) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
3) Body Lock (Type: Body, 30 SP. 50% chance to cause Paralysis, causing the target to frequently miss their turns.)
4) Light Arrow (Type: Light, 25 SP. 85 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
5) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
6) ------------
7) ------------
8) ------------


Name : Sainted Shikigami
Level: 26
MaxHP: 91
MaxSP: 100

Strength: 11
Magic   : 59
Vitality: 17
Agility : 35
Cunning : 58

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
5) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
6) Light Arrow (Type: Light, 25 SP. 85 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
7) Lightning Bolt (Type: Electricity, 30 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
8) ------------


Name : Jinn
Level: 28
MaxHP: 111
MaxSP: 100

Strength: 30
Magic   : 54
Vitality: 38
Agility : 30
Cunning : 38

Immune: Fire
Resist: Dark
Weak  : Ice Light

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) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) 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.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Somnia (Type: Mind, 30 SP. 50% chance to inflict Sleep, preventing the target from acting for several turns or until damaged.)
6) ------------
7) ------------
8) ------------


Name : Baleful Dryad
Level: 20
MaxHP: 90
MaxSP: 100

Strength: 12
Magic   : 46
Vitality: 24
Agility : 29
Cunning : 39

Immune: Dark
Resist: Electricity Light
Weak  : Fire Body

Abilities Known:
1) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
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) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (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) Quelling Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (4))
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
8) Accursed Veil (Type: Dark, Reactive. 35% chance to inflict Pariah adjacent characters that deal damage to you, causing the target's allies to take damage when the target does (excluding reactions).)


Name : Blessed Impundulu
Level: 32
MaxHP: 125
MaxSP: 100

Strength: 29
Magic   : 59
Vitality: 29
Agility : 51
Cunning : 42

Resist: Electricity Dark
Weak  : Ice

Abilities Known:
1) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
2) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
3) 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))
4) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
5) Alert (Type: Buff, 20 SP. Improves evasion by 25%.)
6) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
7) Life Drain (Type: Body, 30 SP. 85 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))


Name : Sainted Lilim
Level: 21
MaxHP: 87
MaxSP: 100

Strength: 12
Magic   : 45
Vitality: 20
Agility : 30
Cunning : 48

Immune: Light
Resist: Mind Dark
Weak  : Ice

Abilities Known:
1) Blue Whisper (Type: Mind, 20 SP. 65% chance to cause Sleep, preventing the target from acting for several turns or until damaged. Free action. Cooldown: Presence (8))
2) Leech Touch (Type: Body, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt.)
3) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
4) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
5) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
6) Inquisition (Type: Light, 35 SP. 50% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
7) ------------
8) ------------


Name : Power
Level: 30
MaxHP: 110
MaxSP: 100

Strength: 84
Magic   : 16
Vitality: 52
Agility : 32
Cunning : 16

Immune: Light
Resist: Slash Impact Pierce
Weak  : Dark

Abilities Known:
1) Eviscerate (Type: Pierce, 20 SP. 100 Power attack.)
2) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
7) ------------
8) ------------


I went with the same start the second time around, but went for a more defensive build. I wanted to ascend with Actaeon on Christmas Day, which I didn't technically achieve (it was midnight by the time I wrapped things up). There are so few demons in my final party because I had them slaughtered by a mirror party; on the final floor I used two mirror chimes, and the second time things didn't go too smoothly probably because I did not buff my party ahead of time that second go. Even though the victory portal was a fairly distance away, my character still managed to make it there.

Code: Select all
Demon Party Dump File
Version 12/12/2016, Scoring Model: 12/11/2016
Dump file created at: 12/26/2016 2:17:40 PM


Summoner Basics...
was chosen by the Faithful Heart,
selected Healing and Fire as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Basics
Level: 27
MaxHP: 164
MaxSP: 125

Strength: 14
Magic   : 70
Vitality: 70
Agility : 4
Cunning : 37

Resist: Body
Weak  : Fire

Abilities Known:
1) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
2) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
3) Burning Star (Type: Fire, 35 SP. 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
4) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)

Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
3 Flame glyph
13 Chakra stone
4 Heal stone
5 Chakra gem
4 Pure stone
1 Night rune
4 Heal gem
1 Magic map
4 Zephyr card
2 Pain glyph
2 Pure gem
2 Peace offering
2 Might gem
1 Curse rune
1 Heart glyph
1 Calm card
2 Wind card
1 Meteor rune
1 Frost glyph
1 Venom rune

Current Credits: 59501



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        0          0          0          7*         0         
Impact       1          0          0          7*         0         
Pierce       0          0          0          7*         0         
Fire         3*         2          0          1          4*         
Ice          0          0          1          4*         2         
Electricity  2          0          0          6*         1         
Body         2          2          1*         4          0         
Mind         0          0          0          7*         0         
Light        1          0          0          2*         5         
Dark         2*         0          5          2*         0         

n : Number of party members counted.
* : Denotes the main character is included.



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

Name : Well Fed Druj nasu
Level: 25
MaxHP: 153
MaxSP: 100

Strength: 14
Magic   : 28
Vitality: 72
Agility : 9
Cunning : 52

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) 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) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)


Name : Hob
Level: 24
MaxHP: 104
MaxSP: 100

Strength: 27
Magic   : 45
Vitality: 38
Agility : 23
Cunning : 37

Resist: Ice
Weak  : Fire

Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
4) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
5) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
7) ------------
8) ------------


Name : Lifebender Druj nasu
Level: 25
MaxHP: 125
MaxSP: 100

Strength: 11
Magic   : 45
Vitality: 51
Agility : 11
Cunning : 57

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) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
6) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
7) 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.)
8) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))


Name : Jinn
Level: 27
MaxHP: 109
MaxSP: 100

Strength: 30
Magic   : 52
Vitality: 37
Agility : 29
Cunning : 37

Immune: Fire
Resist: Dark
Weak  : Ice Light

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) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) 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.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Lightning Bolt (Type: Electricity, 30 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
6) ------------
7) ------------
8) ------------


Name : Sulfuric Jinn
Level: 25
MaxHP: 109
MaxSP: 100

Strength: 22
Magic   : 60
Vitality: 28
Agility : 30
Cunning : 35

Immune: Fire
Resist: Dark
Weak  : Ice Light

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) 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) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
4) Flame Orb (Type: Fire, 25 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
5) Burning Star (Type: Fire, 35 SP. 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
6) Lightning Bolt (Type: Electricity, 30 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
7) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
8) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 30% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)


Name : Charun
Level: 27
MaxHP: 115
MaxSP: 100

Strength: 75
Magic   : 30
Vitality: 37
Agility : 29
Cunning : 14

Resist: Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) 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.)
6) ------------
7) ------------
8) ------------



--==== Recent Messages ====--

 cancel.
 Your current target is invalid!
 Nevermind then.
 Your hob gestures at you. You feel better.
 You feel less guilty.
 Your hob gestures at your charun.
 Your charun looks healthier.
 You begin resting.
 You gesture at yourself. You feel better.
 You continue resting to restore your inactive
 allies.
 Rest complete.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find an item on the corpse!
 You pick up the small cache.
 Your relic absorbs 190 C.
 You swap places with your charun.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find nothing of interest.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find nothing of interest.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find nothing of interest.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find nothing of interest.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using Dismiss...
 You unsummon your charun!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your druj nasu!
 You swap places with your druj nasu.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Shisa
Level: 16
MaxHP: 74
MaxSP: 100

Strength: 37
Magic   : 29
Vitality: 29
Agility : 20
Cunning : 15

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 and Dark attacks deal 20% more damage to targets weak to Light.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Nero
Level: 17
MaxHP: 90
MaxSP: 100

Strength: 22
Magic   : 38
Vitality: 38
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) 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.)
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
7) ------------
8) ------------


Name : Deadly Will o' wisp
Level: 15
MaxHP: 73
MaxSP: 100

Strength: 30
Magic   : 16
Vitality: 16
Agility : 34
Cunning : 29

Immune: Body
Resist: Slash Impact Pierce
Weak  : Electricity Light Dark

Abilities Known:
1) Ghost Pierce (Type: Pierce, 10 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
2) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
3) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
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) Storm Ward (Type: Defense, Passive. Provides a 33% chance to block Electricity attacks. This works even when Stunned, Paralyzed, etc.)
7) 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))
8) ------------


Name : Civatateo
Level: 27
MaxHP: 95
MaxSP: 100

Strength: 26
Magic   : 71
Vitality: 26
Agility : 25
Cunning : 37

Resist: Ice Body Light Dark
Weak  : Fire Electricity

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 50% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 30 SP. 85 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ben nefilin
Level: 23
MaxHP: 95
MaxSP: 100

Strength: 26
Magic   : 40
Vitality: 33
Agility : 13
Cunning : 53

Resist: Slash Body Dark
Weak  : Electricity Light

Abilities Known:
1) 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.)
2) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
3) Body Lock (Type: Body, 30 SP. 50% chance to cause Paralysis, causing the target to frequently miss their turns.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Sulfuric Mananangal
Level: 21
MaxHP: 84
MaxSP: 100

Strength: 10
Magic   : 53
Vitality: 12
Agility : 39
Cunning : 41

Immune: Fire 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, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) Flame Orb (Type: Fire, 25 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
6) Incinerate (Type: Fire, 25 SP. Must target an Ignited enemy. 130 Power attack, but misses if the damage would not be fatal.)
7) ------------
8) ------------


Name : Shoggoth
Level: 26
MaxHP: 116
MaxSP: 100

Strength: 51
Magic   : 14
Vitality: 51
Agility : 28
Cunning : 36

Resist: Impact Ice
Weak  : Fire Mind

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 35% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) 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.)
6) Piercing Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (4))
7) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
8) ------------


Name : Ruler
Level: 27
MaxHP: 102
MaxSP: 100

Strength: 26
Magic   : 56
Vitality: 41
Agility : 25
Cunning : 37

Immune: Light
Resist: Electricity Mind
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 30% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
3) Might (Type: Buff, 20 SP. Improves offense by 25%.)
4) Lightning Bolt (Type: Electricity, 30 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Incinerate (Type: Fire, 25 SP. Must target an Ignited enemy. 130 Power attack, but misses if the damage would not be fatal.)
6) ------------
7) ------------
8) ------------


I ran into many relic wraiths early in this third run. I had also ran into one of Usul's ghosts in these latter two victories.

Once more I went for my favored faithful heart start, albeit I favored combat more than typical thanks to finding malice on a corpse early on. Burning star was a victory lap ability from Antoria and had more use than the last time I got it. I'll have to admit it replaced ember burst, which is probably the first time I bothered with that ability in such a run. Sometimes I squander the opportunities to nab potentially useful abilities like that.

My fourth cycle went for the healing+fire faithful heart start. It ended in Tower 1 & 1/2, where being sandwiched inbetween a group of zombies and deadly-modified jiangshi lead to my demise. Shocking touch, learned from a corpse, couldn't have finished them off quickly enough. In hindsight, copying diehard from Headless to my character could have increased chances of survival. Nonetheless, it looks like I have the current high score as "Simply."
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Tue Dec 27, 2016 1:29 pm

Tanky mages. :D

Vitality's definitely a strong stat, but at the end of the day, it doesn't kill anything on its own. :) Pairing it with Vigor Siphon or Wraith Touch is a good strategy though: the limit on bonus MaxHP is based on your base MaxHP, so more MaxHP = more potential bonus MaxHP. :D

I'm glad it sounds like there were plenty of interesting relic wraiths in these runs. :) There are still some mid/late game floors without ghosts, but the first half or so has pretty good coverage at this point. :D I'm hoping certain changes to corpse encounters in the next build will help fill in the mid/late game holes. :)

Anyway, congrats on the triple win and high score. :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

YAVP: Titan's First, pierce + mind

Postby Remora » Wed Jan 04, 2017 4:30 am

For my first post on here and a post in general, I'll detail my latest win and a little more:

Image

Code: Select all
Demon Party Dump File
Version 12/12/2016, Scoring Model: 12/11/2016
Dump file created at: 1/3/2017 5:01:31 PM


Summoner Oakfriend...
was chosen by the Titan's Fist,
selected Pierce and Mind as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Oakfriend
Level: 27
MaxHP: 142
MaxSP: 100

Strength: 53
Magic   : 9
Vitality: 53
Agility : 80
Cunning : 5

Immune: Body
Resist: Mind
Weak  : Electricity

Abilities Known:
1) Impale (Type: Pierce, 10 SP. 85 Power attack.)
2) Vampiric Bite (Type: Pierce, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
5) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
6) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
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) 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.)

Relic Upgrades:
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
1 Night rune
13 Chakra stone
1 Heal gem
5 Heal stone
13 Pure stone
2 Calm card
1 Pain glyph
3 Zephyr card
3 Pure gem
1 Magic map
1 Peace offering
1 Chakra gem

Current Credits: 24554



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        0          0          1          7*         0         
Impact       0          0          1          7*         0         
Pierce       1*         0          0          8*         0         
Fire         2          2          2          1*         3         
Ice          2          0          1          5*         2         
Electricity  1          0          4          2          2*         
Body         4          5*         0          3          0         
Mind         0          0          1*         6          1         
Light        4          2          2          3*         1         
Dark         4          0          2          4*         2         

n : Number of party members counted.
* : Denotes the main character is included.



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

Name : Corrupt Dryad
Level: 19
MaxHP: 87
MaxSP: 100

Strength: 11
Magic   : 45
Vitality: 23
Agility : 28
Cunning : 38

Immune: Body
Resist: Electricity Light
Weak  : Fire Dark

Abilities Known:
1) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
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) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
4) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
5) Flustering Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce evasion by 20% for enemies. Cooldown: Presence (4))
6) Body Lock (Type: Body, 30 SP. 50% chance to cause Paralysis, causing the target to frequently miss their turns.)
7) Envenom (Type: Body, 15 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
8) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Lifegiver Druj nasu
Level: 24
MaxHP: 121
MaxSP: 100

Strength: 11
Magic   : 44
Vitality: 50
Agility : 10
Cunning : 55

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) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
5) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Vigor Drain (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)


Name : Goblin
Level: 18
MaxHP: 82
MaxSP: 100

Strength: 25
Magic   : 20
Vitality: 25
Agility : 35
Cunning : 35

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) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
8) Shocking Touch (Type: Electricity, 5 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)


Name : Corrupt Civatateo
Level: 31
MaxHP: 112
MaxSP: 100

Strength: 23
Magic   : 83
Vitality: 23
Agility : 23
Cunning : 53

Immune: Body
Resist: Ice Light Dark
Weak  : Fire Electricity

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 50% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 30 SP. 85 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Arresting Glare (Type: Body, 30 SP. 50% chance to cause Paralysis in enemies, causing them to frequently miss their turns. Cooldown: Presence (14))
6) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
7) Vigor Drain (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
8) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Cherufe
Level: 28
MaxHP: 102
MaxSP: 100

Strength: 30
Magic   : 61
Vitality: 46
Agility : 15
Cunning : 38

Immune: Fire
Resist: Slash Impact Electricity
Weak  : Ice

Abilities Known:
1) Burning Star (Type: Fire, 35 SP. 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
2) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
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) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
5) 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.))
6) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
7) ------------
8) ------------


Name : Corrupt Angel
Level: 22
MaxHP: 87
MaxSP: 100

Strength: 20
Magic   : 52
Vitality: 26
Agility : 26
Cunning : 36

Immune: Body Light
Resist: Fire Electricity
Weak  : Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
3) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
5) Filth Call (Type: Body, 20 SP. Only affects characters whose HP is 50% or less of their maximum. Causes Infection, which hinders HP and SP recovery. Cannot miss.)
6) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
7) Vigor Drain (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))


Name : Sainted Pele
Level: 27
MaxHP: 117
MaxSP: 100

Strength: 18
Magic   : 75
Vitality: 27
Agility : 27
Cunning : 38

Immune: Fire Light
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) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
8) Vigor Drain (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)



--==== Recent Messages ====--

 You have already summoned as many allies as
 possible.
 Using Dismiss...
 You unsummon your civatateo!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your angel!
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your dryad looks more vigorous.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your dryad looks more vigorous.
 You swap places with your goblin.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone. You feel more vigorous.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone. You feel more vigorous.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using Examine...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Nevermind then.
 Using Examine...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Nevermind then.
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Jinn
Level: 22
MaxHP: 94
MaxSP: 100

Strength: 26
Magic   : 45
Vitality: 32
Agility : 25
Cunning : 32

Immune: Fire
Resist: Dark
Weak  : Ice Light

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) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) 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.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Jinn
Level: 22
MaxHP: 94
MaxSP: 100

Strength: 26
Magic   : 45
Vitality: 32
Agility : 25
Cunning : 32

Immune: Fire
Resist: Dark
Weak  : Ice Light

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) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) 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.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ben nefilin
Level: 20
MaxHP: 85
MaxSP: 100

Strength: 24
Magic   : 36
Vitality: 30
Agility : 12
Cunning : 48

Resist: Slash Body Dark
Weak  : Electricity Light

Abilities Known:
1) 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.)
2) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
3) Body Lock (Type: Body, 30 SP. 50% chance to cause Paralysis, causing the target to frequently miss their turns.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Vampire
Level: 27
MaxHP: 103
MaxSP: 100

Strength: 33
Magic   : 29
Vitality: 33
Agility : 45
Cunning : 45

Resist: Body Mind Dark
Weak  : Fire Light

Abilities Known:
1) Vampiric Bite (Type: Pierce, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
4) Hypnotic Glare (Type: Mind, 30 SP. 50% chance to inflict Sleep on enemies, preventing them from acting for several turns or until damaged. Cooldown: Presence (14))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Yuki-onna
Level: 27
MaxHP: 104
MaxSP: 100

Strength: 30
Magic   : 56
Vitality: 29
Agility : 29
Cunning : 41

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
4) 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))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Yuki-onna
Level: 27
MaxHP: 104
MaxSP: 100

Strength: 30
Magic   : 56
Vitality: 29
Agility : 29
Cunning : 41

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
4) 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))
5) ------------
6) ------------
7) ------------
8) ------------


I figure that I should try more different builds recently as of a little streak I'm not going to detail here (perhaps I'll slowly hog up all of the high scores), albeit this is still familiar. This run I went with ascending with a goblin because I simply did not bother to replace it. I figure that I could have used it better, but it still had some use versus the higher tower's fire enemies.

Ruhin soul armor is quite an upgrade from the typical titan's fist resistance and weakness: body immunity is great as that amounts to three status effects being entirely ignored as well as another source of turn delay. The mind resistance is also good. This run went fairly smoothly, even if three members of the final party died at one point. On the final floor I fought my mirror party twice, the second time being assisted from a yuki-onna that appeared in place of Pele. I find it kind of odd how the first wraith ended up with electricity immunity from my PC's soul armor. I figure that's to keep the player on their toes. The second battle took longer thanks to my party's ability distribution.

My second run ended in Tower 1 & 1/2:

Code: Select all
Demon Party Dump File
Version 12/12/2016, Scoring Model: 12/11/2016
Dump file created at: 1/3/2017 10:52:37 PM


Summoner Kilodegrees...
was chosen by the Titan's Fist,
selected Pierce and Fire as their starting elements,
is currently at Tower:1 & 1/2,
and is quite dead!



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

Name : Kilodegrees
Level: 3
MaxHP: 47
MaxSP: 100

Strength: 18
Magic   : 6
Vitality: 13
Agility : 15
Cunning : 13

Resist: Body
Weak  : Electricity

Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Impale (Type: Pierce, 10 SP. 85 Power attack.)
3) Fierce Stab (Type: Pierce, 5 SP. 70 Power attack.)
4) Absolving Cut (Type: Slash, 20 SP. 70 Power attack. Removes Guilt, Mute, Pariah, or Hex from you or a nearby ally.)
5) Vitiating Grasp (Type: Debuff, 15 SP. 70% chance to reduce defense and evasion by 20%.)
6) 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.)
7) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
8) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)

Relic Upgrades:
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)

Inventory:
1 Meteor rune
2 Pure stone
1 Calm card
2 Heal gem
1 Might gem
3 Heal stone

Current Credits: 1191

--------------------------

--==== Recent Messages ====--

 It isn't very effective.
 The freybug looks refreshed. (x2)
 Your slime hits the will o' wisp.
 It isn't very effective.
 The will o' wisp flies through your gandayah.
 Your gandayah misses the will o' wisp.
 The freybug discharges electricity.
 The freybug strikes your slime.
 The freybug looks refreshed. (x2)
 The will o' wisp flies through your gandayah.
 Your gandayah hits the zombie.
 Using Summon...
 Nevermind then.
 Using Dismiss...
 You unsummon your gandayah!
 Your slime hits the zombie.
 The freybug discharges electricity.
 The freybug strikes you.
 It's super effective!
 The freybug looks refreshed. (x2)
 Your slime hits the zombie.
 The zombie bites your slime.
 It's super effective!
 The freybug discharges electricity.
 The freybug strikes you.
 It's super effective!
 The freybug looks refreshed. (x2)
 The will o' wisp flies through your slime.
 It's super effective!
 You and one of your allies are in danger!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your ghoul!
 Your slime hits the zombie.
 The freybug discharges electricity.
 The freybug strikes you.
 It's super effective!
 You are shocked!
 The freybug looks refreshed. (x2)
 The zombie bites your slime.
 It's super effective!
 The will o' wisp flies through your ghoul.
 Your ghoul bites the zombie.
 Your slime hits the zombie.
 The freybug discharges electricity.
 The freybug strikes you.
 It's super effective!
 You die...


My party had yet to be remarkable.

I now want to do some sort of fiery titan's first build. I think I can get the stats distribution just right; for all I have played, I find shocking stab and fiery claw very strong for what they are, and more "even" stat distribution builds can still be viable as long as they are backed by a good set of abilities. In fact, I find the changes to the instant kill abilities to be very strong; as seen in a previous run (Antibody), hand of light can be strong with some points put into magic when fiery claw which can do decent damage, and I can imagine shocking stab being even stronger with hand of light (from will o' wisps to oni to ikiryo). I'd say that in this run cut short I was getting an interesting moveset thanks to corpse searching. I kind of wonder what start would go the best with the elemental veils in a build that isn't a straight-up "veil tank" build.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Wed Jan 04, 2017 5:28 am

Congrats on another win. :D Things may be harder in the next build though... there were, in fact, *two* different bugs causing way too many goodies to drop. :( Not only was there the aforementioned bug in data entry causing too many items to spawn after the addition of corpses, there was another bug I just found today that prevented corpse spawns from ever failing... which is bad because I intended for 25% of them to fail and had the numbers run based on that.

Why would I want 25% to fail? Easy enough: It's more interesting if floors have 6-12 corpses, rather than all of them having exactly 9. Of course, with this bug, they all had 12, which meant you getting 25% more of each corpse goodie than I wanted... on top of too many items. Ugh.

Well, both will be fixed very soon. :D Annnnyway...

Soul Armor has some RNG applied to the logic the AI uses for choosing a demon to make it out of: this causes their resistances to not be entirely consistent. :D As you guessed, it is partly to add an element of unpredictability, though it is also meant to simulate the enemy not always having access to their wishlist too and sometimes having to settle for lesser choices. :D

The hybrid abilities like Fiery Claw and Shocking Stab tend to have more "built in" oomph in part because they do require more stats to get off the ground. They're 85 Power in an area of the game where 70 is the norm... and yes, towards the end, I may even let them go to 115 (since by definition you can't max, or even close to max, Strength *and* Magic, this will not break the game's balance of being based on 100 Power as the max, since that max assumes you did max the relevant stat.) Generally people still tend to frown upon hybrid builds though... but on the other hand, these abilities are few in number at the moment, so I understand. It's definitely easier to run pure Strength or pure Magic right now.

Hmm... might be cute pairing the elemental veils with Body/Dark drain touches and high Magic (but still some in Vit/Agi/Cun). High magic would power the damage and health draining for the Body/Dark touching, and the Veils would gain damage from them too, making them much deadlier than in your standard veil tank builds. Add in Oppressor since the high damage veils + drain-tanking will probably keep you well above your enemies on HP. You'd still have 2 slots left to play with... tons of options on what you could do with those. Main difficulties would be handling ranged attackers and things resistant/immune to both drains, which would be much less safe to fight with this build. Your high Magic makes these problems easy to solve with the two open slots though: you could pick up a ranged nuke to throw at those who won't approach, a non Body/Dark magic attack (probably Light?) to deal with undead, and/or a heal spell that uses your high Magic to help keep you alive when the draining isn't an option or isn't enough.
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

YAVP: quite a mouthful

Postby Remora » Thu Jan 19, 2017 5:36 am

I have done it:

Code: Select all
Demon Party Dump File
Version 12/12/2016, Scoring Model: 12/11/2016
Dump file created at: 1/4/2017 9:55:10 PM


Summoner Hot Stuff...
was chosen by the Titan's Fist,
selected Pierce and Fire as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Hot Stuff
Level: 25
MaxHP: 137
MaxSP: 100

Strength: 54
Magic   : 16
Vitality: 40
Agility : 40
Cunning : 40

Immune: Mind Light
Weak  : Electricity

Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) 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))
3) 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.)
4) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
5) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)
6) 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.)
7) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
8) 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.))

Relic Upgrades:
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
2 Meteor rune
5 Peace offering
1 Zephyr card
3 Heal gem
4 Pain glyph
11 Chakra stone
6 Calm card
2 Ghost chime
10 Pure stone
2 Heart glyph
3 Pure gem
1 Venom rune
3 Bronze offering
2 Might gem
2 Chakra gem
1 Frost glyph
1 Bolt glyph
1 Night rune
1 Mirror chime
1 Silver offering
4 Heal stone
1 Guardian gem

Current Credits: 13479



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        4*         0          0          8*         0         
Impact       0          0          0          8*         0         
Pierce       0          0          0          8*         0         
Fire         3          1          2          2*         3         
Ice          2          0          3          2*         3         
Electricity  1          1          2          2          3*         
Body         1          2          1          5*         0         
Mind         1          1*         0          6          1         
Light        2          2*         0          3          3         
Dark         2          1          1          6*         0         

n : Number of party members counted.
* : Denotes the main character is included.



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

Name : Headless
Level: 18
MaxHP: 122
MaxSP: 100

Strength: 34
Magic   : 11
Vitality: 57
Agility : 19
Cunning : 19

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) 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.)
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))


Name : Aithir
Level: 21
MaxHP: 85
MaxSP: 100

Strength: 12
Magic   : 44
Vitality: 24
Agility : 31
Cunning : 44

Immune: Body Light Dark
Weak  : Fire Ice Electricity

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
2) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
3) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 10, and if you start your turn with a Light or Dark cooldown of 2 or less, it is cleared.)
4) Piercing Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (4))
5) Mind Twist (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cannot miss.)
6) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed by 12%.)
7) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
8) Light Arrow (Type: Light, 25 SP. 85 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)


Name : Anzu
Level: 24
MaxHP: 109
MaxSP: 100

Strength: 31
Magic   : 43
Vitality: 43
Agility : 30
Cunning : 23

Resist: Fire Ice Electricity
Weak  : Light

Abilities Known:
1) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
2) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
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) 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))
5) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Bask (Type: Fire, 0 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
8) Void Touch (Type: Dark, 15 SP. 55 Power attack, dealt as MaxHP damage.)


Name : Hob
Level: 23
MaxHP: 101
MaxSP: 125

Strength: 26
Magic   : 43
Vitality: 37
Agility : 23
Cunning : 36

Resist: Ice
Weak  : Fire

Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
4) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) 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.)
8) Bask (Type: Fire, 0 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))


Name : Pele
Level: 25
MaxHP: 108
MaxSP: 100

Strength: 21
Magic   : 68
Vitality: 31
Agility : 31
Cunning : 24

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) Bask (Type: Fire, 0 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
8) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)


Name : Well Fed Druj nasu
Level: 24
MaxHP: 148
MaxSP: 100

Strength: 13
Magic   : 27
Vitality: 70
Agility : 9
Cunning : 51

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) Quelling Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (4))
5) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
6) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) 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.)


Name : Raiju
Level: 25
MaxHP: 80
MaxSP: 100

Strength: 21
Magic   : 49
Vitality: 21
Agility : 49
Cunning : 35

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) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) 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.)
8) Void Touch (Type: Dark, 15 SP. 55 Power attack, dealt as MaxHP damage.)



--==== Recent Messages ====--

 N)
 Your druj nasu is no longer chilled.
 Your hob can speak again.
 Your hob looks more confident.
 Using Summon...
 Nevermind then.
 Your druj nasu calms down.
 Your druj nasu wakes up.
 Using Summon...
 Nevermind then.
 You begin resting.
 You continue resting to restore your inactive
 allies.
 You are no longer regenerating.
 Your hob is no longer poisoned.
 Your raiju is no longer infected.
 Your hob feels less guilty.
 Rest complete.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your hob!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your druj nasu!
 You pick up the small cache.
 Your relic absorbs 214 C.
 There is a corpse here. You can press 'g' to
 search the corpse.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 You pick up the small cache.
 Your relic absorbs 246 C.
 You pick up the small cache.
 Your relic absorbs 183 C.
 You pick up the medium cache.
 Your relic absorbs 488 C.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon Pele!
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Druj nasu
Level: 16
MaxHP: 79
MaxSP: 100

Strength: 10
Magic   : 26
Vitality: 31
Agility : 10
Cunning : 53

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


Name : Shisa
Level: 16
MaxHP: 74
MaxSP: 100

Strength: 37
Magic   : 29
Vitality: 29
Agility : 20
Cunning : 15

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 and Dark attacks deal 20% more damage to targets weak to Light.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Mananangal
Level: 21
MaxHP: 81
MaxSP: 100

Strength: 12
Magic   : 44
Vitality: 15
Agility : 40
Cunning : 44

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, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Jinn
Level: 22
MaxHP: 94
MaxSP: 100

Strength: 26
Magic   : 45
Vitality: 32
Agility : 25
Cunning : 32

Immune: Fire
Resist: Dark
Weak  : Ice Light

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) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) 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.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Mananangal
Level: 21
MaxHP: 81
MaxSP: 100

Strength: 12
Magic   : 44
Vitality: 15
Agility : 40
Cunning : 44

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, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Sainted Ruler
Level: 24
MaxHP: 99
MaxSP: 100

Strength: 19
Magic   : 58
Vitality: 30
Agility : 19
Cunning : 44

Immune: Light
Resist: Electricity Mind
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 30% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
3) Might (Type: Buff, 20 SP. Improves offense by 25%.)
4) Lightning Bolt (Type: Electricity, 30 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Sanction (Type: Light, 30 SP. Only affects enemies whose last action was a magical ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
6) Silence (Type: Light, 25 SP. 50% chance to inflict Mute, which prevents the use of non-physical abilities.)
7) ------------
8) ------------


Name : Mananangal
Level: 21
MaxHP: 81
MaxSP: 100

Strength: 12
Magic   : 44
Vitality: 15
Agility : 40
Cunning : 44

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, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) ------------
6) ------------
7) ------------
8) ------------


I did have some moderate success with this build; after all, I got three essences in this run that increased my PC's strength, vitality, and agility. However, in hindsight I probably could have had a slightly better ability pool for my character, and I did have some trouble with the later floors. On Tower:20 I merely want straight for the end goal as soon as it was seen. I guess this run reminded me of why I didn't manage to ascend with a raiju sooner (they're pretty squishy).

I think you're right about the next build being harder. I have a slower win rate now. Those fixed corpse encounters can really keep ya on your toes, though, moreso than before.

I did win my first run in the new build (the fixed one to be specific) with another "pasta" character:

Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 1/12/2017 2:17:18 PM


Summoner Bowties...
was chosen by the Orb of Power,
selected Dark and Ice as their starting elements,
has earned a score of 50080,
is currently at Tower:20,
and is still alive!



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

Name : Bowties
Level: 27
MaxHP: 165
MaxSP: 100

Strength: 9
Magic   : 115
Vitality: 64
Agility : 9
Cunning : 13

Resist: Mind Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Vigor Drain (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
3) Frost Ring (Type: Ice, 25 SP. 55 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
4) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
5) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Rousing Cry (Type: Buff, 20 SP. Accelerates the next turn of all nearby allies who aren't Shocked, Stunned, or Sleeping. Cooldown: Presence (10))

Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
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.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Item Sense (Shows the positions of unattended items on the map. May also reveal additional items when searching corpses, or once a level is fully explored.)

Inventory:
1 Calm card
3 Chakra stone
2 Bronze offering
8 Pure stone
3 Heal gem
1 Blizzard rune
2 Guardian gem
3 Pure gem
1 Pain glyph
3 Frost glyph
17 Heal stone
2 Flame glyph
1 Heart glyph
2 Venom rune
1 Ghost chime
1 Curse rune
1 Zephyr card
1 Bolt glyph

Current Credits: 26388

Codex Daemonium Completion
Personal Codex : 32 / 114 (28% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2          0          1          6          1*         
Impact       2          0          1          5          2*         
Pierce       1          0          2          5          1*         
Fire         0          0          2          2*         4         
Ice          2*         1          3          4*         0         
Electricity  0          0          0          8*         0         
Body         0          2          1          4*         1         
Mind         2          0          2*         5          1         
Light        3*         1          0          4*         3         
Dark         2*         1          2*         3          2         

n : Number of party members counted.
* : Denotes the main character is included.



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

Name : Goblin
Level: 18
MaxHP: 82
MaxSP: 100

Strength: 25
Magic   : 20
Vitality: 25
Agility : 35
Cunning : 35

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) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which hinders HP and SP recovery.)
6) Stunning Blow (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Stun, causing the target to miss their next turn.)
7) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
8) 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))


Name : Well Fed Asrai
Level: 20
MaxHP: 119
MaxSP: 100

Strength: 12
Magic   : 41
Vitality: 47
Agility : 26
Cunning : 24

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 10.)
5) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
6) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
7) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))


Name : Lifegiver Nero
Level: 20
MaxHP: 116
MaxSP: 100

Strength: 19
Magic   : 49
Vitality: 49
Agility : 19
Cunning : 14

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) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
6) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
8) 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.)


Name : Turdak
Level: 24
MaxHP: 95
MaxSP: 100

Strength: 38
Magic   : 20
Vitality: 31
Agility : 44
Cunning : 37

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

Abilities Known:
1) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
2) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
3) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Numbing (Type: Body, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Paralysis, causing the target to frequently miss their turns.)
6) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
7) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
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 : Lifegiver Druj nasu
Level: 25
MaxHP: 125
MaxSP: 100

Strength: 11
Magic   : 45
Vitality: 51
Agility : 11
Cunning : 57

Immune: Body
Resist: Dark
Weak  : Fire Light

Abilities Known:
1) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
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) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
7) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
8) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)


Name : Foul Ninkasi
Level: 27
MaxHP: 111
MaxSP: 100

Strength: 17
Magic   : 29
Vitality: 29
Agility : 37
Cunning : 73

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
2) Alluring Gaze (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (10))
3) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
4) Wither (Type: Debuff, 30 SP. 70% chance to reduce offense and accuracy by 20%.)
5) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
6) 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))
7) Bravado (Type: Mind, Passive. Presence cooldown recovers 50% faster when your HP is at 50% or less of maximum.)
8) Throat Slash (Type: Slash, 15 SP. 70 Power attack. Has a 35% chance to inflict Mute, which prevents the use of non-physical abilities.)


Name : Power
Level: 29
MaxHP: 107
MaxSP: 100

Strength: 83
Magic   : 15
Vitality: 51
Agility : 31
Cunning : 15

Immune: Light
Resist: Slash Impact Pierce
Weak  : Dark

Abilities Known:
1) Eviscerate (Type: Pierce, 20 SP. 100 Power attack.)
2) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------



--==== Recent Messages ====--

 Using Wrath...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You smite the cherufe.
 You kill the cherufe!!
 You siphon the soul of the cherufe.
 You feel better.
 You miss the polong.
 The polong hits you.
 It's super effective!
 The polong looks refreshed.
 The polong is no longer in agony.
 You hit the polong.
 You kill the polong!!
 You siphon the soul of the polong.
 It isn't very effective.
 You feel better.
 Using Summon...
 Nevermind then.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your asrai!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your goblin!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon Ninkasi!
 You begin resting.
 Your power returns to normal.
 Your accuracy returns to normal.
 Rest complete.
 Using Examine...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Nevermind then.
 Your party is already fully rested.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Shikigami
Level: 17
MaxHP: 70
MaxSP: 100

Strength: 10
Magic   : 38
Vitality: 16
Agility : 33
Cunning : 38

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Shikigami
Level: 20
MaxHP: 77
MaxSP: 100

Strength: 12
Magic   : 42
Vitality: 18
Agility : 36
Cunning : 42

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Kuchisake
Level: 22
MaxHP: 97
MaxSP: 100

Strength: 35
Magic   : 16
Vitality: 32
Agility : 35
Cunning : 42

Immune: Body
Weak  : Electricity 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, 15 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) ------------
6) ------------
7) ------------
8) ------------


Name : Mananangal
Level: 23
MaxHP: 87
MaxSP: 100

Strength: 13
Magic   : 47
Vitality: 16
Agility : 43
Cunning : 46

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, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Shikigami
Level: 17
MaxHP: 70
MaxSP: 100

Strength: 10
Magic   : 38
Vitality: 16
Agility : 33
Cunning : 38

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Charun
Level: 26
MaxHP: 111
MaxSP: 100

Strength: 73
Magic   : 29
Vitality: 36
Agility : 28
Cunning : 14

Resist: Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
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 : Charun
Level: 26
MaxHP: 111
MaxSP: 100

Strength: 73
Magic   : 29
Vitality: 36
Agility : 28
Cunning : 14

Resist: Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) ------------
6) ------------
7) ------------
8) ------------


I've been doing some experimenting with well fed and cursed/foul recently. Also note that this is the second time I have managed to ascend with a goblin. It did me better this time around.

Several games later, I have met success with a build different from what I'm used to, albeit it still had a start I'm a little familiar with:

Image

Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 1/14/2017 10:49:22 PM


Summoner Psyche...
was chosen by the Orb of Power,
selected Buff and Buff as their starting elements,
has earned a score of 41351,
is currently at Tower:20,
and is still alive!



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

Name : Psyche
Level: 25
MaxHP: 136
MaxSP: 100

Strength: 4
Magic   : 30
Vitality: 37
Agility : 98
Cunning : 11

Resist: Mind Light
Weak  : Slash Impact Pierce

Abilities Known:
1) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
2) Battle Cry (Type: Buff, 35 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (6))
3) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
4) Burning Star (Type: Fire, 35 SP. 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
5) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
6) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
7) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
8) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)

Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
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.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)

Inventory:
1 Blizzard rune
2 Heart glyph
1 Might gem
4 Pain glyph
2 Pure gem
3 Chakra gem
2 Curse rune
6 Peace offering
7 Pure stone
2 Chakra stone
2 Tempest rune
1 Mirror chime
1 Meteor rune
1 Frost glyph
1 Flame glyph
1 Ghost chime
1 Silver offering

Current Credits: 1335

Codex Daemonium Completion
Personal Codex : 41 / 114 (35% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        1          0          1          5          1*         
Impact       1          0          1          5          1*         
Pierce       2          0          0          6          1*         
Fire         2*         1          1          2*         3         
Ice          1*         0          3          3*         1         
Electricity  2*         2          0          5*         0         
Body         1          1          0          4*         2         
Mind         1          0          1*         5          1         
Light        1          0          2*         1          4         
Dark         3          0          3          2*         2         

n : Number of party members counted.
* : Denotes the main character is included.



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

Name : Shisa
Level: 24
MaxHP: 98
MaxSP: 100

Strength: 48
Magic   : 38
Vitality: 37
Agility : 27
Cunning : 20

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 and Dark attacks deal 20% more damage to targets weak to Light.)
5) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
6) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
7) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
8) Vigor Siphon (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)


Name : Druj nasu
Level: 24
MaxHP: 104
MaxSP: 100

Strength: 13
Magic   : 34
Vitality: 41
Agility : 13
Cunning : 69

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) Madness Gaze (Type: Mind, 25 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cooldown: Presence (10))
5) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
6) 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))
7) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
8) Vigor Siphon (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)


Name : Shoggoth
Level: 25
MaxHP: 113
MaxSP: 100

Strength: 49
Magic   : 14
Vitality: 49
Agility : 28
Cunning : 35

Resist: Impact Ice
Weak  : Fire Mind

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 35% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
6) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement.)
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 by enemies (excluding Ignite, Poison, and reactions).)


Name : Ionic Jinn
Level: 27
MaxHP: 111
MaxSP: 100

Strength: 24
Magic   : 63
Vitality: 30
Agility : 31
Cunning : 37

Immune: Fire Electricity
Resist: Dark
Weak  : Ice Light

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) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
5) Lightning Bolt (Type: Electricity, 30 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
6) Storm Heart (Type: Electricity, Passive. Reduces the SP cost of Electricity abilities by 5 if you used an Electricity ability last turn.)
7) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
8) Vigor Siphon (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)


Name : Nero
Level: 19
MaxHP: 97
MaxSP: 125

Strength: 23
Magic   : 41
Vitality: 41
Agility : 23
Cunning : 17

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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) ------------


Name : Foul Gi
Level: 20
MaxHP: 124
MaxSP: 100

Strength: 39
Magic   : 9
Vitality: 54
Agility : 9
Cunning : 39

Immune: Electricity
Resist: Slash Ice
Weak  : Body Light Dark

Abilities Known:
1) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement.)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Distract Host (Type: Debuff, 25 SP. 70% chance to reduce accuracy by 20%.)
4) Hinder Host (Type: Debuff, 25 SP. 70% chance to reduce evasion by 20%.)
5) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
6) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
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 by enemies (excluding Ignite, Poison, and reactions).)



--==== Recent Messages ====--

 Your jinn looks healthier.
 Your nero gestures at itself.
 Your nero looks healthier.
 Your nero gestures at your jinn.
 Your jinn looks healthier.
 Your nero gestures at your jinn.
 Your jinn looks healthier.
 Your shoggoth is no longer regenerating.
 Your nero gestures at itself.
 Your nero looks healthier.
 Your nero gestures at your jinn.
 Your jinn begins to regenerate!
 Your nero gestures at you.
 You begin to regenerate!
 Your nero gestures at itself.
 Your nero begins to regenerate!
 Your nero gestures at itself.
 Your nero looks healthier.
 Your jinn is no longer regenerating.
 You are no longer regenerating.
 Your nero is no longer regenerating.
 You continue resting to restore your inactive
 allies.
 Rest complete.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using Dismiss...
 You unsummon your nero!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Your current target is invalid!
 You summon your gi!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your druj nasu!
 Using Battle Cry...
 Battle Cry can only be centered on yourself.
 Press Enter to execute, Escape to cancel.
 You shout a battle cry.
 You feel more powerful!
 Your gi looks more powerful!
 Your druj nasu looks more powerful!
 Your jinn looks more powerful!
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Charun
Level: 26
MaxHP: 111
MaxSP: 100

Strength: 73
Magic   : 29
Vitality: 36
Agility : 28
Cunning : 14

Resist: Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
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 : Scarab
Level: 18
MaxHP: 67
MaxSP: 100

Strength: 22
Magic   : 22
Vitality: 40
Agility : 45
Cunning : 11

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


Name : Frigid Dryad
Level: 12
MaxHP: 73
MaxSP: 100

Strength: 9
Magic   : 36
Vitality: 22
Agility : 26
Cunning : 17

Resist: Ice Electricity Light
Weak  : Fire Body Dark

Abilities Known:
1) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
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) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
4) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
5) Hail Shot (Type: Ice, 20 SP. 70 Power attack split between Ice and Impact; both the Ice and Impact damage are based on Magic. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
6) Frozen Heart (Type: Ice, Passive. Reduces the SP cost of Ice abilities by 5 if you used an Ice ability last turn.)
7) Vigor Siphon (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
8) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)


Name : Holy Dryad
Level: 13
MaxHP: 75
MaxSP: 100

Strength: 9
Magic   : 36
Vitality: 18
Agility : 22
Cunning : 30

Resist: Electricity Light
Weak  : Fire Body Dark

Abilities Known:
1) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
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) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
4) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
5) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
6) Exorcism (Type: Light, 25 SP. Only affects enemies weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (4))
7) Searing Touch (Type: Fire, 5 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
8) Vigor Siphon (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)


Name : Vile Dryad
Level: 13
MaxHP: 70
MaxSP: 100

Strength: 9
Magic   : 36
Vitality: 18
Agility : 22
Cunning : 30

Resist: Electricity Body Light
Weak  : Fire Dark

Abilities Known:
1) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
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) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
4) Life Siphon (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
5) 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%.)
6) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
7) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
8) Vigor Siphon (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)


Name : Sainted Zagh
Level: 16
MaxHP: 78
MaxSP: 100

Strength: 12
Magic   : 47
Vitality: 17
Agility : 16
Cunning : 38

Immune: Mind Light
Weak  : Fire Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Humble (Type: Light, 20 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (2))
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
5) Inquisition (Type: Light, 35 SP. 50% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
6) Sanction (Type: Light, 30 SP. Only affects enemies whose last action was a magical ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
7) Vigor Siphon (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
8) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)


Incredibly high agility! Might makes up for the somewhat negative bonus magic level. Note only one passive ability on the PC: buff abilities more or less compensate for that, and having the three elemental darts/arrows/explosions/whatever AND low profile allies allows for plenty of flexibility. Also note the foul gi that is more or less a shoggoth; the shoggoth is currently one of my favorite demons to ascend with.

The last few fallen demons were from a relic wraith of a past titan's fist run where I decided to just rush to the ending at one point. Antoria got in the way, though; my party was barely able enough to defeat a group of yuki-onna (while linking with one, of course). I probably could have made it if I waited long enough, but it doesn't matter. I also recall another run that was almost successful and of a more appropriate level, namely a light Crown of Glory character. Contrary to what someone else here has said, I find a dark weakness a bit more scary than a light weakness later in the game right now; after all, that means even worse vigor draining. The character met demise at the hands and fury of kuchisake and ikiryo. Yali are a good argument for the other side, but they seem a little weaker recently. I find it kind of odd because I still think the changes to those instant kill abilities gave them a little buff.

Funny semi-related thought: I used to find zar a lot more annoying and probably the biggest cause of death, but ever since around the time I have won they're not too bad.

I'll say that I am looking forward to the next major build! I'd like to see the new demons and figure out agility and attenuation myself. I'm especially curious about the new starter ones.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Thu Jan 19, 2017 4:53 pm

:D 3 wins in one post? Nice :D

First one looks like a Fire/Melee hybrid... though like most hybrids, he made the choice to make Magic the low stat. :( Hoping to change that perhaps in the next build. :D We'll see though: I know true hybrid approaches (Strength and Magic both increased) are fairly unpopular at the moment, so they've got a bit to go on that.

I'm glad the new and improved corpse encounters are proving properly nasty. :)

Poor Gobbo, you didn't even modify him. :D Modifiers have a built in +12% MaxHP boost, in addition to everything else. (Note that the MaxHP boost can in certain cases be obscured by other things in the modifier that adjust MaxHP, such as Vitality gains/losses, resistance changes, and Speed changes), If you've found a demon you really really want to keep with you for awhile, a modifier is a good way to give them a nudge of extra survivability. :)

An Agility build :D But you did it early, the Agility boosting build (this upcoming one!) isn't out yet. :D High accuracy comes in handy for sure.. with Agility that high, you probably couldn't miss any but the most evasive targets.

Shoggoths seem to be a favorite among lots of players, I often see them in end-game parties (or even earlyish-game parties if they get lucky in Anomaly and one shows up there.)

I don't know which I consider which more dangerous re: Light vs. Dark, but if there are different opinions among the multi-win crowd, I call that a win. :D

The new starters are fun, I hope. :) I had noticed for awhile now that the starter demons didn't really have any Light, Dark, Mind or Body options among them: the 4 new starters will be addressing that. I wonder if Sankai will be the 2017 Raicho. :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

YAVP: orb of power, ice+electricty

Postby Remora » Thu Feb 09, 2017 2:30 am

It's been a while.
I only play offline nowadays.

Image

Earlier today I have managed to ascend with a team consisting only of the demons with fiery, sulfuric, and volcanic for base modifiers.

Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 2/8/2017 4:22:21 PM


Summoner Fire Friend...
was chosen by the Orb of Power,
selected Ice and Electricity as their starting elements,
has earned a score of 48655,
is currently at Tower:20,
and is still alive!



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

Name : Fire Friend
Level: 27
MaxHP: 144
MaxSP: 125

Strength: 4
Magic   : 72
Vitality: 38
Agility : 68
Cunning : 8

Resist: Ice Mind
Weak  : Slash Impact Pierce

Abilities Known:
1) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (2))
3) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 turn.)
7) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)

Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
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.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)

Inventory:
10 Pure stone
12 Chakra stone
1 Pain glyph
1 Tempest rune
2 Zephyr card
8 Heal stone
2 Chakra gem
1 Mirror chime
1 Red essence
1 Peace offering
2 Heal gem
1 Green essence
1 Pure gem

Current Credits: 2167

Codex Daemonium Completion
Personal Codex : 33 / 114 (28% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        1          0          1          6          1*         
Impact       0          0          1          6          1*         
Pierce       0          0          0          7          1*         
Fire         5          5          2          1*         0         
Ice          3*         0          2*         1          5         
Electricity  1*         0          3          5*         0         
Body         1          1          1          6*         0         
Mind         1          0          3*         5          0         
Light        2          1          0          5*         2         
Dark         2          0          2          6*         0         

n : Number of party members counted.
* : Denotes the main character is included.



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

Name : Lifegiver Demas
Level: 26
MaxHP: 128
MaxSP: 125

Strength: 17
Magic   : 59
Vitality: 59
Agility : 11
Cunning : 34

Immune: Fire
Resist: Electricity
Weak  : Ice

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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) 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))
8) 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.)


Name : Brewmaster Pele
Level: 27
MaxHP: 116
MaxSP: 100

Strength: 18
Magic   : 72
Vitality: 33
Agility : 27
Cunning : 35

Immune: Fire
Resist: Electricity Body Mind
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) Warning Cry (Type: Buff, 35 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))


Name : Sainted Jinn
Level: 29
MaxHP: 111
MaxSP: 100

Strength: 25
Magic   : 63
Vitality: 31
Agility : 25
Cunning : 51

Immune: Fire Light
Resist: Dark
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) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) 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.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
6) Sanction (Type: Light, 30 SP. Only affects enemies whose last action was a magical ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
7) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
8) ------------


Name : Maj. Huo shu
Level: 18
MaxHP: 88
MaxSP: 100

Strength: 34
Magic   : 25
Vitality: 27
Agility : 32
Cunning : 22

Resist: Fire Mind
Weak  : Ice

Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) 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.)
4) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
5) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
6) Cleansing Cut (Type: Slash, 20 SP. 70 Power attack. Removes Infection, Poison, and Paralysis from you or a nearby ally.)
7) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (5))
8) 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))


Name : Frigid Ukobach
Level: 18
MaxHP: 83
MaxSP: 100

Strength: 12
Magic   : 46
Vitality: 18
Agility : 35
Cunning : 29

Resist: Fire Ice
Weak  : 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) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
6) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
7) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)
8) Pyrokinesis (Type: Fire, 20 SP. Must target an Ignited character. Only affects enemies. 40 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss. Free action. Cooldown: Cantrip (3))


Name : Profane Fotia
Level: 20
MaxHP: 80
MaxSP: 100

Strength: 9
Magic   : 54
Vitality: 9
Agility : 24
Cunning : 54

Immune: Fire
Resist: Dark
Weak  : Light

Abilities Known:
1) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Fan Flames (Type: Fire, 25 SP. Must target an Ignited character. 55 Power attack. Has a 33% chance to Ignite the target for an unusually long duration. Cannot miss.)
4) Bask (Type: Fire, 0 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (2))
5) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
6) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
7) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 turn.)
8) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))


Name : Corrupt Cherufe
Level: 27
MaxHP: 100
MaxSP: 100

Strength: 24
Magic   : 66
Vitality: 36
Agility : 12
Cunning : 47

Immune: Fire Body
Resist: Slash Impact Electricity
Weak  : Ice

Abilities Known:
1) Burning Star (Type: Fire, 35 SP. 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
2) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
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) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
5) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
6) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
7) 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))
8) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))



--==== Recent Messages ====--

 Using Dash...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You dash.
 Using Dash...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You dash.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using Summon...
 Nevermind then.
 You begin resting.
 You continue resting to restore your inactive
 allies.
 Rest complete.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your huo shu!
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your huo shu looks more vigorous.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your ukobach!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your fotia!
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
 Save and exit? (Y or N)
 Welcome back.
 Visit demon.ferretdev.org to leave feedback,
 learn about upcoming changes, and download new
 builds.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Charun
Level: 26
MaxHP: 111
MaxSP: 100

Strength: 73
Magic   : 29
Vitality: 36
Agility : 28
Cunning : 14

Resist: Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
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 : Shikigami
Level: 24
MaxHP: 88
MaxSP: 100

Strength: 13
Magic   : 48
Vitality: 20
Agility : 41
Cunning : 48

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
4) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ala
Level: 24
MaxHP: 104
MaxSP: 100

Strength: 19
Magic   : 39
Vitality: 50
Agility : 13
Cunning : 49

Immune: Electricity
Resist: Body Dark
Weak  : Fire Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
2) Stormwalk (Type: Electricity, 0 SP. Must target a Shocked character. Warps you adjacent to the target, and restores 20 of your SP. Free action. Cooldown: Charge (1))
3) Discharge (Type: Electricity, 15 SP. Targets a random enemy. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
4) Full Power (Type: Electricity, Passive. Increases your chance to apply Shock by 200% of the original chance when your SP is 100 or higher. (This is checked before casting costs are deducted.))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Yuki-onna
Level: 27
MaxHP: 104
MaxSP: 100

Strength: 30
Magic   : 56
Vitality: 29
Agility : 29
Cunning : 41

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
4) 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))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Yuki-onna
Level: 27
MaxHP: 104
MaxSP: 100

Strength: 30
Magic   : 56
Vitality: 29
Agility : 29
Cunning : 41

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
4) 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))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Yuki-onna
Level: 27
MaxHP: 104
MaxSP: 100

Strength: 30
Magic   : 56
Vitality: 29
Agility : 29
Cunning : 41

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
4) 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))
5) ------------
6) ------------
7) ------------
8) ------------


Aside from what has been stated, I find this run also noteworthy for being my first run that is a victory with an orb of power that isn't dark/ice nor based upon the buffs. From what I have played recently, agility is pretty good; I can only wonder what attenuation will bring to the game. I did lose a good titan's first character the other day to two vishaps.

The party:

Huo shu - The front liner. Maj. is a good niche modifier for bringing a resistance along with increases to strength, agility, and sometimes vitality, and the mind resistance really helps. Even if it is a mere starter demon, it was still effective in the current upper tower versus rulers and shoggoths. It died to an early orb of power relic wraith and later some oni.

Ukobach - The little darter. I was lucky to get frost dart out of its fusion. It died once to archangels IIRC.

Fotia - The second darter. It was the least useful party member in the end. I figure I didn't use its incredible magic and cunning well enough. Snuff out is okay on an ally but it gained sadist's mien from the fusion too, which isn't very useful if the only dark or light attack it has is snuff out. It still had some use later on but got overshadowed by the jinn in the end. It died once to rulers and yetis.

Demas - The healer. Since I wouldn't be using only the fiery demons out on the field, I figured that I could have another healer stick around until I got a demas. Of course, I used a nero for this fusion (I also had a fairy that did stick around until I recruited Anzu with a gold offering). This was probably the best fusion of the party; its stats already favor magic and vitality well, which is a somewhat unique trait. I probably could have given it warmth or ritualist, but it was fine as it is.

Pele - The blaster. She is very good at it. That's all. Brewmaster would give her some more survivality. Her and Ninkasi's links are fun. She almost died to Baphomet's archangels. I was very lucky she didn't just die right there, given how little HP she had left.

Jinn - The light one. It did well enough.

Cherufe - The final party member. Amusingly enough, I intended on getting a vile or corrupt cherufe. I managed to get one from a corpse on the current penultimate floor. It originally had blood rot but I decided to give it a few abilities to make it more of a menace in melee range. It died to my mirror party.


It was all about ascending with these particular demons; I did run into Baphomet and the Phoenix, but they're not purely fire-based and I didn't feel like bothering to recruit them. It is noteworthy that the former and its archangels actually put up quite a fight (and they were sulfuric archangels, so their only advantage was immunity to fire), and the latter took a while to defeat even if it wasn't deadly. By the fourteenth floor, my party was only the cherufe away from completion.

Of course, this party was rather ice weak; going through Tlaloc's sanctum was quite the nerve-wracking experience. However, the later ice enemies weren't too bad to deal with, aside from those yetis alongside the rulers in Tlaloc's sanctum. Pele is really good at killing them while the ukobach was a good frontliner versus them. Yuki-onna were my biggest concern, but they didn't turn out to be that hard to deal with; after all, one could be linked with into being a temporary ally while the rest are getting blasted by a mob of fire-slingers.

I also think I managed to kill Breska before he could even delete any of his demons. He had some sort of banshee soul armor, so a few storm strikes and a bolt glyph made short work of him.
Remora
 
Posts: 85
Joined: Thu Sep 22, 2016 6:27 am

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