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Demon Party Dump File
Version 9/19/2016, Scoring Model: 9/18/2016
Dump file created at: 11/2/2016 4:36:23 AM
Summoner Warm...
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 : Warm
Level: 27
MaxHP: 163
MaxSP: 125
Strength: 9
Magic : 67
Vitality: 88
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) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
3) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
4) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
5) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
6) 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.))
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.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Inventory:
13 Pure stone
2 Pain glyph
1 Might gem
1 Heart glyph
12 Heal stone
3 Flame glyph
8 Heal gem
1 Curse rune
9 Chakra stone
2 Pure gem
3 Chakra gem
2 Calm card
2 Venom rune
2 Peace offering
3 Wind card
1 Meteor rune
1 Magic map
Current Credits: 24201
--==== Current Party ===--
Name : Headless
Level: 19
MaxHP: 120
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))
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Name : Mighty Shoggoth
Level: 27
MaxHP: 127
MaxSP: 100
Strength: 55
Magic : 10
Vitality: 55
Agility : 30
Cunning : 35
Resist: Impact Ice Body
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) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged (excluding Ignite, Poison, and reactions).)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
8) Hurl Boulder (Type: Impact, 15 SP. 100 Power attack. Cooldown: Luck (5))
Name : Profane Impundulu
Level: 32
MaxHP: 129
MaxSP: 100
Strength: 23
Magic : 69
Vitality: 23
Agility : 41
Cunning : 54
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) Bane (Type: Dark, 25 SP. Only affects enemies weak to Dark. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Dark (4))
5) 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.)
6) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
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Name : Redeemed Druj nasu
Level: 25
MaxHP: 112
MaxSP: 100
Strength: 11
Magic : 37
Vitality: 51
Agility : 11
Cunning : 65
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) 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) Guarding Cry (Type: Buff, 35 SP. Briefly improves defense by 25% for you and your allies. Cooldown: Presence (6))
7) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
8) Bane (Type: Dark, 25 SP. Only affects enemies weak to Dark. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Dark (4))
Name : Frenzied Jinn
Level: 27
MaxHP: 125
MaxSP: 100
Strength: 45
Magic : 42
Vitality: 37
Agility : 31
Cunning : 30
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) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
6) 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.)
7) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
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Name : Phoenix
Level: 28
MaxHP: 114
MaxSP: 100
Strength: 26
Magic : 42
Vitality: 26
Agility : 54
Cunning : 42
Immune: Fire
Resist: Ice Light
Weak : Dark
Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Heat Wave (Type: Slash, 15 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
3) 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).)
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) 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))
6) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
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Name : Will o' wisp
Level: 18
MaxHP: 78
MaxSP: 100
Strength: 22
Magic : 22
Vitality: 22
Agility : 40
Cunning : 34
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) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged (excluding Ignite, Poison, and reactions).)
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) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
7) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
8) 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.)
--==== Recently Slain Allies ===--
Name : Satyr
Level: 12
MaxHP: 69
MaxSP: 100
Strength: 28
Magic : 11
Vitality: 22
Agility : 27
Cunning : 22
Resist: Body
Weak : Ice Mind
Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Alert (Type: Buff, 20 SP. Improves evasion by 25%.)
3) Distract (Type: Debuff, 15 SP. 70% chance to reduce accuracy by 20%.)
4) Mind Blank (Type: Mind, 10 SP. Four 40% chances to delay the next turn of the target.)
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Name : Haietlik
Level: 13
MaxHP: 65
MaxSP: 100
Strength: 18
Magic : 23
Vitality: 18
Agility : 28
Cunning : 28
Resist: Fire Electricity
Weak : Ice
Abilities Known:
1) Shocking Stab (Type: Pierce, 5 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
4) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has an 8% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
5) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
6) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks delay the next turn of targets whose last action was a damaging ability.)
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Name : Reprobus
Level: 18
MaxHP: 100
MaxSP: 100
Strength: 48
Magic : 22
Vitality: 28
Agility : 25
Cunning : 17
Immune: Mind Light
Weak : Electricity
Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Piercing Thrust (Type: Pierce, 20 SP. 70 Power attack, enemies only.)
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) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
5) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
6) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged (excluding Ignite, Poison, and reactions).)
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Name : Imbued Centaur
Level: 9
MaxHP: 67
MaxSP: 100
Strength: 27
Magic : 7
Vitality: 21
Agility : 27
Cunning : 13
Resist: Ice
Weak : Fire Mind
Abilities Known:
1) Needle Shot (Type: Pierce, 15 SP. 70 Power attack.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) 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.)
4) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
5) Might (Type: Buff, 20 SP. Improves offense by 25%.)
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Name : Aithir
Level: 17
MaxHP: 77
MaxSP: 100
Strength: 10
Magic : 38
Vitality: 22
Agility : 27
Cunning : 38
Immune: Body Light Dark
Weak : Fire Ice Electricity
Abilities Known:
1) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
2) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 10, and if you start your turn with a Light or Dark cooldown of 2 or less, it is cleared.)
5) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
6) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
7) Bane (Type: Dark, 25 SP. Only affects enemies weak to Dark. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Dark (4))
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Name : Eloko
Level: 15
MaxHP: 74
MaxSP: 100
Strength: 31
Magic : 17
Vitality: 30
Agility : 17
Cunning : 30
Resist: Electricity Body Mind
Weak : Fire Ice
Abilities Known:
1) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
2) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
3) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) 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.))
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So this time I around I decided to ascend with a will o' wisp. I love how fast it can go with juggernaut and swiftness and mobility; if only I could get accursed on it so that it could mulch enemy groups even quicker. It actually fared okay against light and dark groups later on; it was reliably healed by my PC to last for a little longer. I didn't use it much against electric demons like raiju and vishaps, though. I did lose it on the final floor while running into a group of power, rulers, and a zagh. I guess that time it was out of my LOS for one turn too long, as before that it could kill even rulers pretty quickly. It was actually rather effective against light groups, including the dark-resistant shisas.
Beyond that, I'd say this was one of my smoother runs, and otherwise not too noteworthy. I nabbed Reprobus and the Phoenix with gold offerings, and the profane impundulu with a silver offering in Anzu's sanctum. I actually lost it to Anzu there and I revived it quickly. Few enemies were troublesome during this game. It took me a while to realize the druj nasu had two presence cooldown abilities, but they didn't interfere with one another too much and the whisper did help some versus ikiryo. In future runs I do think I will give another demon a moveset like the wisp here. It was pretty fun to see it go.