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Demon Party Dump File
Version 9/19/2016, Scoring Model: 9/18/2016
Dump file created at: 9/25/2016 6:13:30 PM
Summoner Faara...
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 : Faara
Level: 21
MaxHP: 120
MaxSP: 125
Strength: 9
Magic : 105
Vitality: 37
Agility : 4
Cunning : 10
Resist: Body
Weak : Fire
Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
2) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets. 150 Power heal. Applies Mended.)
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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
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:
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.)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Inventory:
3 Might gem
2 Silver offering
2 Pure stone
4 Chakra stone
1 Meteor rune
2 Peace offering
1 Bolt glyph
1 Calm card
3 Flame glyph
1 Night rune
1 Chakra gem
9 Heal stone
1 Pain glyph
1 Frost glyph
1 Pure gem
2 Venom rune
1 Guardian gem
1 Zephyr card
1 Heal gem
Current Credits: 17706
--==== Current Party ===--
Name : Deadly Preta
Level: 16
MaxHP: 92
MaxSP: 100
Strength: 34
Magic : 14
Vitality: 14
Agility : 35
Cunning : 33
Resist: Body
Weak : Fire Ice Light Dark
Abilities Known:
1) Ghost Bite (Type: Pierce, 15 SP. 70 Power attack.)
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which hinders HP and SP recovery.)
4) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
5) Numbing Bite (Type: Pierce, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
6) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
7) 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.)
8) 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%.)
Name : Miodchaoin
Level: 20
MaxHP: 107
MaxSP: 100
Strength: 54
Magic : 18
Vitality: 42
Agility : 18
Cunning : 18
Resist: Body
Weak : Mind
Abilities Known:
1) Smash (Type: Impact, 10 SP. 85 Power attack.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
3) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged (excluding Ignite, Poison, and reactions).)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
6) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (4))
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Name : Holy Haietlik
Level: 17
MaxHP: 80
MaxSP: 100
Strength: 17
Magic : 35
Vitality: 17
Agility : 26
Cunning : 40
Resist: Fire Electricity Light
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) 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) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
7) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
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 : Polar Druj nasu
Level: 21
MaxHP: 100
MaxSP: 100
Strength: 10
Magic : 43
Vitality: 36
Agility : 16
Cunning : 50
Immune: Ice 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) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
6) Sublimate (Type: Ice, 20 SP. Reduces the SP of all Chilled enemy targets by 10.)
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Name : Maj. Shisa
Level: 20
MaxHP: 94
MaxSP: 100
Strength: 42
Magic : 26
Vitality: 34
Agility : 34
Cunning : 14
Resist: Mind 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) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
6) Guarding Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's defense by 25%.)
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Name : Imbued Oni
Level: 17
MaxHP: 91
MaxSP: 100
Strength: 47
Magic : 10
Vitality: 36
Agility : 21
Cunning : 21
Resist: Fire Body Dark
Weak : Electricity Light
Abilities Known:
1) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce defense by 20%.)
2) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
3) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged (excluding Ignite, Poison, and reactions).)
4) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
5) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
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--==== Recently Slain Allies ===--
Name : Shoggoth
Level: 22
MaxHP: 102
MaxSP: 100
Strength: 45
Magic : 12
Vitality: 45
Agility : 26
Cunning : 32
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.)
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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 : 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 : Imbued Archangel
Level: 20
MaxHP: 92
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) Alert (Type: Buff, 20 SP. Improves evasion by 25%.)
6) Battle Cry (Type: Buff, 35 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (6))
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Name : Demas
Level: 17
MaxHP: 80
MaxSP: 100
Strength: 16
Magic : 38
Vitality: 38
Agility : 10
Cunning : 33
Immune: Fire
Resist: Electricity
Weak : Ice
Abilities Known:
1) 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.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) 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))
4) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 turn.)
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Name : Profane Echeneis
Level: 15
MaxHP: 82
MaxSP: 100
Strength: 16
Magic : 35
Vitality: 28
Agility : 20
Cunning : 26
Resist: Ice Dark
Weak : Electricity
Abilities Known:
1) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
3) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
4) 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.)
5) 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))
6) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
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))
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Name : Vishap
Level: 22
MaxHP: 91
MaxSP: 100
Strength: 32
Magic : 48
Vitality: 29
Agility : 22
Cunning : 29
Immune: Electricity
Resist: Body
Weak : Ice
Abilities Known:
1) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
2) Storm Breath (Type: Electricity, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 12% chance to inflict Shock, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (4))
3) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
4) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
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I have figured that a healer reliant on fire magic is a viable build in Demon, given them nice fire passives. It wasn't long before I had my skillset figured out; I am sure affection was the final ability I acquired, in Vikhor's sanctum, and it was to replace soothe. It was rather late in the game when I realized pyre rite was something to be considered a part of such a build. Nonetheless, I am excited that I managed to make it to the end of the game and win. In all honesty, though, I did chicken out at Tower:17 and tried to reach the end as quickly as possible; for the final two floors, I was lucky to spawn to portals to the next floor and the ending portal. I had a bad run in with a mob led by a Ruler on Tower:17, although on the next floor I did manage to dispatch such a lot. It didn't help that my next previous best run ended at Tower:17, either. At least I have learned a lot about the late game in these runs, but in this run the only thing I really learned in the last few floors are the ikiryo are a scary enemy.
For the second cycle I am in I went with the same beginning. Things will surely go differently this time around, with pyre rite being considered for a healing ability. I will also try to make it through the endgame more bravely, provided I do well enough to reach there again in the first place. I still got a lot to learn!