I think Crown of Glory is starting to become my favorite of the Relics. Quick summon and quick dismiss are great abilities to start out with. I find their ability selection very solid and strong; I find most of their abilities just right, in that they're not overpowered and yet very reliable. I think they also have the most potential when it comes to their combinations of primary and secondary elements, allowing for all kinds of bases of unique builds right from the start.
Subsequently after the "Fire Friend" run, I had this winner:
- Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 2/9/2017 1:38:29 PM
Summoner Booby...
was chosen by the Crown of Glory,
selected Buff and Mind as their starting elements,
has earned a score of 95413 (presently on cycle 2),
is currently at Tower:20,
and is still alive!
--==== Main Character ====--
Name : Booby
Level: 26
MaxHP: 139
MaxSP: 100
Strength: 42
Magic : 4
Vitality: 43
Agility : 38
Cunning : 63
Resist: Light
Weak : Dark
Abilities Known:
1) Guarding Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's defense by 25%.)
2) Warning Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's evasion by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
5) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
6) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which hinders HP and SP recovery.)
7) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
8) 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).)
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.)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)
Inventory:
2 Pain glyph
5 Pure gem
11 Pure stone
3 Might gem
2 Heal gem
3 Heal stone
4 Peace offering
6 Chakra stone
1 Chakra gem
1 Guardian gem
1 Zephyr card
1 Night rune
1 Ghost chime
Current Credits: 29407
Codex Daemonium Completion
Personal Codex : 49 / 114 (42% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 4* 0 0 9* 1
Impact 2 0 2 8* 0
Pierce 2 0 0 9* 1
Fire 1 1 1 3* 5
Ice 2 1 6 2* 1
Electricity 2 1 1 6* 2
Body 1 1 4 5* 0
Mind 1 0 2 7* 1
Light 3 1 2* 4 3
Dark 3 2 2 4 2*
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
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) ------------
6) ------------
7) ------------
8) ------------
Name : Well Fed Ninkasi
Level: 27
MaxHP: 149
MaxSP: 100
Strength: 19
Magic : 29
Vitality: 69
Agility : 32
Cunning : 36
Resist: Ice Body Mind
Weak : Fire
Abilities Known:
1) Might (Type: Buff, 20 SP. Improves offense by 25%.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Alluring Gaze (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (10))
4) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
5) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
6) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
7) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
8) Numbing Bite (Type: Pierce, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
Name : Tlaloc
Level: 28
MaxHP: 123
MaxSP: 100
Strength: 26
Magic : 69
Vitality: 46
Agility : 26
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 enemies 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) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
8) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
Name : Hulking Civatateo
Level: 30
MaxHP: 116
MaxSP: 100
Strength: 45
Magic : 62
Vitality: 31
Agility : 30
Cunning : 32
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) 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) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce defense by 20%.)
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 : Vikhor
Level: 19
MaxHP: 76
MaxSP: 100
Strength: 23
Magic : 23
Vitality: 23
Agility : 47
Cunning : 29
Resist: Ice Electricity Mind
Weak : Pierce
Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Cleave (Type: Slash, 15 SP. 70 Power attack.)
6) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
7) ------------
8) ------------
Name : Frenzied Archangel
Level: 23
MaxHP: 101
MaxSP: 100
Strength: 51
Magic : 21
Vitality: 33
Agility : 39
Cunning : 21
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) 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) Guarding Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's defense by 25%.)
7) Shade Touch (Type: Dark, 20 SP. 85 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
8) Hex (Type: Dark, 25 SP. 50% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
Name : Foul Shojo
Level: 27
MaxHP: 117
MaxSP: 125
Strength: 36
Magic : 33
Vitality: 36
Agility : 12
Cunning : 68
Resist: Ice Body
Weak : Electricity
Abilities Known:
1) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
4) Vitiate (Type: Debuff, 30 SP. 70% chance to reduce defense and evasion by 20%.)
5) 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))
6) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) ------------
Name : Baleful Jinn
Level: 28
MaxHP: 118
MaxSP: 100
Strength: 24
Magic : 62
Vitality: 31
Agility : 24
Cunning : 49
Immune: Fire 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) Shade Touch (Type: Dark, 20 SP. 85 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
6) Hex (Type: Dark, 25 SP. 50% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
7) 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))
8) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
Name : Lifegiver Shikigami
Level: 25
MaxHP: 109
MaxSP: 125
Strength: 11
Magic : 57
Vitality: 34
Agility : 34
Cunning : 39
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) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Ball Lightning (Type: Electricity, 40 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.)
8) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
--==== Recent Messages ====--
You siphon the soul of the civatateo.
It isn't very effective.
You feel better.
The scarab bites your archangel.
Your civatateo drains the scarab.
The scarab bites you.
The scarab looks healthier.
The scarab stumbles.
Your shojo gestures at you.
You begin to regenerate!
Your archangel slashes the scarab.
It isn't very effective.
Your archangel looks refreshed.
You miss the scarab.
Your civatateo drains the scarab.
Your civatateo kills the scarab!!
Your jinn is no longer regenerating.
You feel less guilty.
Your jinn feels less guilty.
Your civatateo's defense returns to normal.
You swap places with your civatateo.
Your shojo's defense returns to normal.
Your civatateo is no longer regenerating.
Your shojo gestures at himself.
Your shojo begins to regenerate!
Your defense returns to normal.
Your archangel's defense returns to normal.
Your shojo gestures at your archangel.
Your archangel begins to regenerate!
You pick up the small cache.
Your relic absorbs 207 C.
Your archangel's evasion returns to normal.
Your jinn's evasion returns to normal.
You pick up the pure stone.
You are no longer regenerating.
You swap places with your civatateo.
Your evasion returns to normal.
Your shojo is no longer regenerating.
You swap places with your archangel.
You swap places with your shojo.
Your archangel is no longer regenerating.
Your shojo's evasion returns to normal.
There is a shimmering portal to Victory here.
Press 'p', '<', or '>' to change levels.
There is a shimmering portal to Victory here.
Press 'p', '<', or '>' to change levels.
You swap places with your civatateo.
Really win the game and start a new cycle? (Y or
N)
You win!
--==== Recently Slain Allies ====--
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) ------------
6) ------------
7) ------------
8) ------------
Name : Vile Chindi
Level: 16
MaxHP: 75
MaxSP: 100
Strength: 8
Magic : 40
Vitality: 21
Agility : 21
Cunning : 40
Immune: Body
Resist: Slash Pierce Ice Dark
Weak : Impact Electricity Light
Abilities Known:
1) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 50% chance to apply Infection, which hinders HP and SP recovery.)
2) 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))
3) 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%.)
4) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
5) Leech Touch (Type: Body, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt.)
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) ------------
8) ------------
Name : Jinn
Level: 23
MaxHP: 98
MaxSP: 100
Strength: 26
Magic : 47
Vitality: 33
Agility : 26
Cunning : 33
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 : 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 : 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 : Deadly Ghoul
Level: 20
MaxHP: 102
MaxSP: 100
Strength: 49
Magic : 9
Vitality: 24
Agility : 35
Cunning : 33
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) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
6) Ghost Bite (Type: Pierce, 15 SP. 70 Power attack.)
7) ------------
8) ------------
Name : Corrupt Jinn
Level: 23
MaxHP: 98
MaxSP: 100
Strength: 21
Magic : 54
Vitality: 26
Agility : 21
Cunning : 43
Immune: Fire Body
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) Arresting Glare (Type: Body, 30 SP. 50% chance to cause Paralysis in enemies, causing them to frequently miss their turns. Cooldown: Presence (14))
6) Life Drain (Type: Body, 30 SP. 85 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
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) ------------
This character felt very strong; infectious and venomous are very strong together, and with good cunning it can wear out many enemies in the game. Coupled with the defense-boosting cuts, soul eater, and two means of turn delay, lots of enemies could get beaten up easily in melee range.
Also, bothering to get a party of nine demons seems very strong, albeit I've noticed in runs with 8+ demons I usually end up neglecting one of them. I think this is the only run so far I have managed to get Capacity Up III.
This run marks my first ascension with Vikhor; I figure that the reason why I haven't achieved this sooner share the same reasons as to why I haven't ascended with raijus much: they're pretty squishy. I did not bother with giving him any more abilities, though. Even then, he's an early demon, even if he is a unique. I haven't done as much with the whirling and dancing modifiers yet.
A later and nonconsecutive run. The healing cuts are pretty strong; in a couple recent runs I've found soothing cut to be very strong with the electricity start if magic is pumped, albeit one good run was cut short by underestimating some oni (it was a run focused on getting an all frigid and polar party; I got cocky because the first encountered oni pack died very quickly).
My party had a sort of green palette swap theme going on. The late baleful raiju was also green.
- Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 2/16/2017 7:15:11 PM
Summoner Green...
was chosen by the Crown of Glory,
selected Healing and Buff as their starting elements,
has earned a score of 45690,
is currently at Tower:20,
and is still alive!
--==== Main Character ====--
Name : Green
Level: 26
MaxHP: 174
MaxSP: 100
Strength: 42
Magic : 4
Vitality: 87
Agility : 42
Cunning : 5
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) Warning Cry (Type: Buff, 35 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) 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.)
6) 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.)
7) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
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:
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:
2 Calm card
9 Pure stone
20 Heal stone
8 Chakra stone
5 Heal gem
2 Pain glyph
6 Peace offering
2 Bronze offering
1 Red essence
1 Flame glyph
1 Zephyr card
1 Tempest rune
1 Pure gem
1 Night rune
1 Wind card
2 Frost glyph
Current Credits: 18665
Codex Daemonium Completion
Personal Codex : 33 / 114 (28% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
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Slash 1* 0 0 9* 0
Impact 1 0 0 9* 0
Pierce 2 0 0 9* 0
Fire 2 1 0 5* 3
Ice 0 0 2 5* 2
Electricity 1 0 3 4* 2
Body 0 1 1 6* 1
Mind 2 0 3 6* 0
Light 2 1 2* 4 2
Dark 2 0 1 5 3*
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Deadly Ilomba
Level: 19
MaxHP: 87
MaxSP: 100
Strength: 38
Magic : 18
Vitality: 21
Agility : 39
Cunning : 29
Weak : Light
Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
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) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
4) Dazzling Gaze (Type: Mind, 10 SP. 65% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (6))
5) Might (Type: Buff, 20 SP. Improves offense by 25%.)
6) 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.)
7) Piercing Thrust (Type: Pierce, 20 SP. 70 Power attack, enemies only.)
8) Numbing Bite (Type: Pierce, 15 SP. 70 Power attack. Has a 35% chance to inflict Paralysis, causing the target to frequently miss their turns.)
Name : Well Fed Demas
Level: 24
MaxHP: 145
MaxSP: 100
Strength: 18
Magic : 36
Vitality: 75
Agility : 9
Cunning : 32
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 (2))
4) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) 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))
8) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
Name : Ninkasi
Level: 26
MaxHP: 100
MaxSP: 100
Strength: 21
Magic : 35
Vitality: 34
Agility : 45
Cunning : 45
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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Name : Holy Fetch
Level: 21
MaxHP: 96
MaxSP: 100
Strength: 13
Magic : 28
Vitality: 23
Agility : 52
Cunning : 39
Immune: Body
Resist: Light
Weak : Electricity Dark
Abilities Known:
1) Void Touch (Type: Dark, 15 SP. 55 Power attack, dealt as MaxHP damage.)
2) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
3) 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.))
4) 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))
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) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
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) 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))
Name : Abatwa
Level: 27
MaxHP: 115
MaxSP: 100
Strength: 26
Magic : 26
Vitality: 37
Agility : 52
Cunning : 44
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 : Ruler
Level: 26
MaxHP: 99
MaxSP: 100
Strength: 25
Magic : 54
Vitality: 40
Agility : 25
Cunning : 36
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) 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.)
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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.))
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Name : Hob
Level: 24
MaxHP: 104
MaxSP: 125
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) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
5) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
6) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
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.)
--==== Recent Messages ====--
relic!
You can learn Body Lock. Accept? (Y or N)
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 Protect. Accept? (Y or N)
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 an item on the corpse!
You pick up the small cache.
Your relic absorbs 246 C.
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 231 C.
Using Examine...
Aim within the possible target area using
movement keys. Press Enter to execute, Escape to
cancel.
Nevermind then.
There is a shimmering portal to Victory here.
Press 'p', '<', or '>' to change levels.
Using Dismiss...
You unsummon your ruler!
Using Summon...
Aim within the possible target area using
movement keys. Press Enter to execute, Escape to
cancel.
You summon your fetch!
You can't use Dismiss again yet.
You can't use Dismiss again yet.
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 ilomba!
Really win the game and start a new cycle? (Y or
N)
You win!
--==== Recently Slain Allies ====--
Name : Baleful Raiju
Level: 23
MaxHP: 80
MaxSP: 100
Strength: 16
Magic : 53
Vitality: 16
Agility : 37
Cunning : 43
Immune: Electricity Dark
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) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
6) 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.)
7) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
8) 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.)
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.)
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Name : Foul Mananangal
Level: 21
MaxHP: 89
MaxSP: 100
Strength: 10
Magic : 35
Vitality: 12
Agility : 32
Cunning : 66
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) Vitiate (Type: Debuff, 30 SP. 70% chance to reduce defense and evasion by 20%.)
6) Expose Host (Type: Debuff, 25 SP. 70% chance to reduce defense by 20%.)
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Name : Tuofei
Level: 20
MaxHP: 80
MaxSP: 100
Strength: 18
Magic : 45
Vitality: 24
Agility : 45
Cunning : 18
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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Name : Ben nefilin
Level: 22
MaxHP: 91
MaxSP: 100
Strength: 25
Magic : 39
Vitality: 32
Agility : 12
Cunning : 52
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.)
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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.)
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Name : Jinn
Level: 24
MaxHP: 99
MaxSP: 100
Strength: 27
Magic : 48
Vitality: 34
Agility : 27
Cunning : 34
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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The focus of this run was relying on reviving cut, malleable, and nightingale to get some allies in and out of battle swiftly. It did feel a bit weaker than expected; I figure that healing factor has the best synergy with such abilities, from what I have seen before. After all, it guarantees the regeneration at low HP reliably. I've had shoggoths in past runs get lots of health back quick after being dismissed. Even then, my allies did fare fine.
I find that ilomba and demas are starting to become some of my new favorite allies; ilomba make for good buffers because of their speed and can reliably dish out status effects. Dazzling gaze is also nice for slowing down some enemies, especially anything with movement abilities like juggernaut. Demas can take a beating all the while mulching groups of enemies with their base abilities.
In this run, I found the combination of king's mien and holy word good on the Fetch, which would make it easily get Guilt on groups of enemies.
The second cycle was an attempt at a similar run using the Vodun Mask's eccentric healing abilities. It ended at the hands of an asrai on the first floor of the Anomaly. The run had a bit of a rough start, with being chased out of Tower 1 & 1/2 by kashas early on there and losing lots of party members. However, it did get more promising by Ccoa's sanctum, where I got a carbuncle and made it profane. It had vigor siphon and I also gave it slap silly from a brutal will o wisp. I guess I should have simply used the heal gem I had on hand at the time.
In more recent runs I'm starting to find the following demons the bane of them, regardless of build:
Asrai - They can be a nuisance in groups of three or more in the early sanctums. Usually not too bad by Anomaly.
Aeras - I find these elementals especially nasty for titan's fists characters that have yet to take advantage of soul armor. Similar to asrai, they're not too bad when Anomaly is reached in a run going overall smooth.
Aitvaras - Very strong smiters. They can quickly wear down anything without dark resistance, and are especially nasty to be around if playing a dark-weak character.
Oni - Very strong hitdudes. When in numbers, they are probably one of the biggest counters to AoE attacks thanks to juggernaut. Their stunning and defense-lowering attacks can kill your PC and allies before you'd even consider it happening in a turn. In this latest winning run I've figured that I should dismiss any allies with AoE attacks before taking them on. They're not too bad to deal with by Tower:20, though.
Cherufe - Probably one of the most menacing AoE current late game demons. They can deal lots of damage to anything not fire-resistant/immune in a similar way to aitvaras, except they can attack multiple characters at a time with their base abilities. However, even with their resistances they're not the most durable of enemies. Sometimes my party may lack an ice attacker, but they're not too hard to kill.