Last night I won again!
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Demon Party Dump File
Version 9/19/2016, Scoring Model: 9/18/2016
Dump file created at: 10/16/2016 1:08:30 AM
Summoner Hardy...
was chosen by the Titan's Fist,
selected Slash and Healing as their starting elements,
is currently at Tower:20,
and is still alive!
--==== Main Character ===--
Name : Hardy
Level: 27
MaxHP: 149
MaxSP: 100
Strength: 118
Magic : 4
Vitality: 57
Agility : 11
Cunning : 10
Resist: Body
Weak : Electricity
Abilities Known:
1) Sure Slice (Type: Slash, 15 SP. 70 Power attack. Cannot miss.)
2) Counterattack (Type: Slash, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 55 Power attack.)
3) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
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) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
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.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Enemy Sense (Shows the positions of enemies on the map. Once a level is fully explored, may also reveal additional previously hidden enemies.)
Inventory:
5 Zephyr card
3 Calm card
2 Chakra gem
1 Pure gem
7 Pure stone
2 Heart glyph
2 Pain glyph
7 Heal stone
1 Peace offering
4 Chakra stone
1 Venom rune
2 Guardian gem
1 Night rune
1 Curse rune
Current Credits: 33632
--==== Current Party ===--
Name : Charlie
Level: 28
MaxHP: 105
MaxSP: 100
Strength: 26
Magic : 50
Vitality: 26
Agility : 38
Cunning : 50
Immune: Body Mind
Resist: Ice
Weak : Electricity Light
Abilities Known:
1) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
2) 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.)
3) Hysteria (Type: Mind, 20 SP. Must target a Panicked character. 50% chance to inflict Panic on an enemy near the target. Free action. Cooldown: Cantrip (5))
4) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
5) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
6) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
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Name : Sainted Druj nasu
Level: 25
MaxHP: 107
MaxSP: 100
Strength: 11
Magic : 45
Vitality: 34
Agility : 11
Cunning : 74
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) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
5) Sanction (Type: Light, 30 SP. Only affects enemies whose last action was a magical ability. 70 Power attack. Cannot miss. Cooldown: Light (5))
6) Priesthood (Type: None, Passive. Reduces Light and Dark cooldowns by 1 (minimum 0.) Cooldowns reduced to 0 by Priesthood are removed from the ability and no longer restrict its usage.)
7) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss.)
8) 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.)
Name : Pele
Level: 27
MaxHP: 119
MaxSP: 100
Strength: 22
Magic : 71
Vitality: 33
Agility : 33
Cunning : 26
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%.)
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Name : Tlaloc
Level: 29
MaxHP: 126
MaxSP: 100
Strength: 27
Magic : 71
Vitality: 47
Agility : 27
Cunning : 23
Immune: Ice Electricity Dark
Weak : Fire Light
Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) 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.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Vengeful (Type: None, Passive. Responds to damage dealt to you by restoring 3 SP.)
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) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
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Name : Foul Impundulu
Level: 26
MaxHP: 111
MaxSP: 100
Strength: 20
Magic : 41
Vitality: 20
Agility : 35
Cunning : 64
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) 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 : Incubus
Level: 27
MaxHP: 114
MaxSP: 100
Strength: 26
Magic : 29
Vitality: 37
Agility : 41
Cunning : 52
Resist: Mind Dark
Weak : Ice Light
Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
2) Love Tap (Type: Impact, 15 SP. 70 Power attack. 35% chance to cause Charm, turning the target against its allies.)
3) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
4) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
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Name : Ninkasi
Level: 27
MaxHP: 106
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.)
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--==== Recently Slain Allies ===--
Name : Holy Druj nasu
Level: 21
MaxHP: 95
MaxSP: 100
Strength: 10
Magic : 40
Vitality: 30
Agility : 10
Cunning : 65
Immune: Body
Resist: Light 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) Expel (Type: Light, 25 SP. Attempts to instantly kill the target (lower HP = higher chance, 0% chance until 30% of maximum HP, 100% chance at 20%). Cooldown: Light (3))
6) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
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.)
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Name : Ala
Level: 14
MaxHP: 73
MaxSP: 100
Strength: 13
Magic : 28
Vitality: 35
Agility : 9
Cunning : 35
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.))
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Name : Kuchisake
Level: 22
MaxHP: 100
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.)
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Name : Abatwa
Level: 24
MaxHP: 108
MaxSP: 100
Strength: 24
Magic : 23
Vitality: 34
Agility : 48
Cunning : 41
Resist: Electricity Mind
Weak : Fire Ice Body
Abilities Known:
1) Poison Needle (Type: Pierce, 20 SP. 70 Power attack. Has a 50% chance to inflict Poison, causing damage over time (can stack three times).)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
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Name : Bonnachon
Level: 21
MaxHP: 90
MaxSP: 100
Strength: 42
Magic : 31
Vitality: 42
Agility : 15
Cunning : 25
Resist: Fire Ice Body
Weak : Mind
Abilities Known:
1) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Smash (Type: Impact, 10 SP. 85 Power attack.)
3) Putrid Breath (Type: Body, 35 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 50% chance to inflict Infection, hindering HP and SP recovery. Cannot miss. Cooldown: Breath (4))
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Name : Ionic Polong
Level: 25
MaxHP: 96
MaxSP: 100
Strength: 11
Magic : 60
Vitality: 16
Agility : 35
Cunning : 53
Immune: Electricity Body
Resist: Mind Dark
Weak : 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) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
6) 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.)
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Notes:
1. Charlie was a surprise to encounter; I didn't have enemy sense but he did show up. I had plenty of resources to spare, which is natural given that titan's fist characters usually don't have much room of opportunity to use items, especially this one which spent a lot of time at the front of the battle.
2. I think the only things I skipped were the glitch sanctum and Liothe. I am not sure of what else I missed on the floor with liothe.
3. I managed to make it pretty far while doing little to modify my demons. I recruited a lifegiver nero before even entering Anomaly and got another one there, and they did well at keeping this character alive for a while. They eventually died off and got replaced by the pixie, which died around the time of entry to Tlaloc's sanctum and I disregarded it because Ninkasi was a good healer.
4. This run was also my first encounter with Tlaloc. I sacrificed my scarab beetle and holy druj nasu to him. Very solid dude! I was worried after recruiting him because he had two civatateo and I was left with 1 HP, but I used an essence and I managed to make it out fine.
5. In hindsight, I did take the pixie for granted; it had calm on it, and this run was my first encounter with the incubi. They did cause some trouble towards the end. My PC even got caught in a charm chain which led to Ninkasi's death!
6. Abatwa were also encountered for the first time. They managed to kill off my kuchisake. The one I recruited got smited to death.
7. I saw Slenderman on the final floor! Tlaloc and the impundulu dispatched him swiftly, which made me wonder if I could have managed to link with him; his abilities and modifier do look great. It's a bit of a shame that we don't get to see much use of it yet. I figure that if I did go through the trouble and succeed, he would have made the final incubus encounter go quicker if I gave him an ice or light attack.
8. I'd sum up the latter half of the game as my party feeling like a glass cannon. It's noteworthy my party has little fire resistance, but I did figure that jinn weren't too bad to deal with. I had to play very carefully at times, especially without something like quick summon/dismiss; I recall Charlie being my main force against raiju, and they're both capable of doing lots of damage to the other quickly. Ultimately, I didn't have too much troubles with fire demons and the sainted druj nasu made for a decent angel killer (albeit it is something that would spend too much time up close, and it is a bit frail). Even then, I didn't suffer any big losses.
Also, this weird little glitch happened while finishing linking with the ionic polong:
I ran into some yuki-onna, and my character got charmed. In the process of going to the deletions menu, the transmutations menu ended up placing itself on the screen. The problem was resolved quickly by simply saving and restarting the game, though. Odd little thing, that's all.
For the second cycle I went with the familiar faithful heart healing+fire combo. I actually did fairly well, but my run did end with a shortsighted attempt at linking with Reprobus.
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Demon Party Dump File
Version 9/19/2016, Scoring Model: 9/18/2016
Dump file created at: 10/16/2016 2:34:07 PM
Summoner Feuerluft...
was chosen by the Faithful Heart,
selected Healing and Fire as their starting elements,
is currently at Tower:12,
and is quite dead!
--==== Main Character ===--
Name : Feuerluft
Level: 16
MaxHP: 105
MaxSP: 125
Strength: 4
Magic : 70
Vitality: 42
Agility : 4
Cunning : 10
Resist: Body
Weak : Fire
Abilities Known:
1) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
2) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
3) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets. 150 Power heal. Applies Mended.)
4) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
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) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
7) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)
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.)
Far Summon I (Increases the range of Summon by 2.)
Inventory:
1 Frost glyph
12 Heal stone
1 Zephyr card
2 Chakra gem
1 Heal gem
2 Magic map
1 Curse rune
2 Blizzard rune
4 Night rune
7 Pure stone
2 Meteor rune
1 Silver offering
1 Bolt glyph
3 Chakra stone
1 Heart glyph
Current Credits: 23099
--==== Current Party ===--
Name : Headless
Level: 13
MaxHP: 94
MaxSP: 100
Strength: 27
Magic : 9
Vitality: 47
Agility : 16
Cunning : 16
Resist: Ice Body
Weak : Electricity Light
Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
5) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
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Name : Angel
Level: 14
MaxHP: 66
MaxSP: 100
Strength: 19
Magic : 34
Vitality: 24
Agility : 24
Cunning : 19
Immune: 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) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
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Name : Freybug
Level: 13
MaxHP: 68
MaxSP: 100
Strength: 18
Magic : 14
Vitality: 18
Agility : 28
Cunning : 37
Resist: Ice
Weak : Light
Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
4) Numbing Bite (Type: Pierce, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
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) Dazzling Gaze (Type: Mind, 10 SP. 65% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (6))
7) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
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Name : Anzu
Level: 18
MaxHP: 91
MaxSP: 100
Strength: 25
Magic : 35
Vitality: 35
Agility : 25
Cunning : 20
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.))
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Name : Mindbender Druj nasu
Level: 16
MaxHP: 82
MaxSP: 100
Strength: 8
Magic : 27
Vitality: 25
Agility : 8
Cunning : 62
Immune: Body Mind
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) Somnia (Type: Mind, 30 SP. 50% chance to inflict Sleep, preventing the target from acting for several turns or until damaged.)
6) Muddle (Type: Mind, 30 SP. 50% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
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--==== Recently Slain Allies ===--
Name : Akateko
Level: 13
MaxHP: 57
MaxSP: 100
Strength: 13
Magic : 33
Vitality: 23
Agility : 33
Cunning : 13
Immune: Body
Resist: Dark
Weak : Light
Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
2) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
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Name : Ionic Easg saint
Level: 4
MaxHP: 43
MaxSP: 100
Strength: 5
Magic : 26
Vitality: 6
Agility : 19
Cunning : 14
Immune: Electricity Light
Weak : Body Dark
Abilities Known:
1) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
2) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks delay the next turn of targets whose last action was a damaging ability.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) 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.)
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.)
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Name : Kitsune
Level: 17
MaxHP: 80
MaxSP: 100
Strength: 10
Magic : 33
Vitality: 22
Agility : 35
Cunning : 35
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))
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Name : Frenzied Shisa
Level: 16
MaxHP: 84
MaxSP: 100
Strength: 45
Magic : 23
Vitality: 28
Agility : 22
Cunning : 12
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) Sure Slice (Type: Slash, 15 SP. 70 Power attack. Cannot miss.)
6) Counterattack (Type: Slash, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 55 Power attack.)
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Name : Shisa
Level: 16
MaxHP: 76
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.)
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Name : Tuofei
Level: 15
MaxHP: 71
MaxSP: 100
Strength: 15
Magic : 38
Vitality: 20
Agility : 37
Cunning : 15
Immune: Ice
Resist: Fire Electricity
Weak : Body Mind
Abilities Known:
1) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, 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 (3))
3) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)
4) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
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Some more notes:
1. I did bother with the glitch sanctum this time around. I only go there if I am truly daring.
2. There was a profane haietlik that did well for going through Anomaly. It had spite and unholy word, as well as censure added to it. I always find it a solid fusion for dealing with the demons of Anomaly. I don't recall what it died to, but I decided not to bring it back.
3. I linked with two shisa before the fateful encounter because I can. They're probably one of my favorite demons to try to link with, and my party simply wasn't quite able to deal with light packs at the time. I just let my character try to stay out of sight while still staying close enough to heal them, as well as igniting enemy shisas, zaghs, and easg saints. This run I also figured out linking with centaurs helps in dealing with their packs, especially given their fire weaknesses alongside the dryads.
4. On Tower:11 I nearly died to a pack of sulfuric raijus and a light-animals pack lead by shisa. I got back at them while linking with an akateko whose pack found me while resting.
5. I decided to let the freybug stick around. Its purpose ultimately became a killer of tuofei and bmola. With as few ice-centered enemies as there seems to be right now, they are pretty solid enemies; even with three ice-resistant demons (I let Anzu, Headless, and the freybug be the trio to fight them) they can still dish some decent damage against them. I consider tuofei a pretty solid demon in the game right now, as its resistances and abilities make it useful for fighting the later fire and electricity demons.
6. I had to learn the hard way that part of linking with Reprobus is that you can't move away from him. I guess that's what happens when you'd assume the rules are the same for every kind of linking. My party was close to killing Mordecai, but simply couldn't. Ultimately, he and Mordecai finished off my character. I simply couldn't outheal their attacks, and Anzu was close to finishing them off. Oh well. Next time I will play it more smart when dealing with that duo.
I was offline at the time, so here is the final score.