YAVP: Faithful heart, healing and fire.

The tower awaits!

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Fri Feb 10, 2017 12:53 am

Congrats on a team Fire win Remora :D

Attenuation is probably going to prove to be more of a (well-deserved) nerf to AE nukes than an Agility change.. though it will definitely also make Agility a much more reliable defense, with a much smaller list of attacks that bypass it, and most of those now limited to abilities restricted in some other way.

I agree the Fotia would have probably been happier with some stronger attacks and/or other status effect abilities, but keeping it focused on spamming Guilt and Ignite isn't the worst thing ever either with Bask, Warmth, and Pyrokinesis in your party's loadout.

Re: Demas, yep, High Mag+Vit is indeed pretty rare. :) Demas are probably one of the best choices for becoming healers and/or Body/Vigor drainers, currently. :)

Sounds like it was a good run overall. :D Congrats again, and thank you for the report. :D
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YAVP: Crowns of Glory

Postby Remora » Fri Feb 17, 2017 3:05 am

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:

Image

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

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

Immune: Fire
Resist: Dark
Weak  : Ice Light

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) ------------
6) ------------
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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) ------------
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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.

Image

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


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).)
5) ------------
6) ------------
7) ------------
8) ------------


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.)
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 : 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.)
5) ------------
6) ------------
7) ------------
8) ------------


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%.)
7) ------------
8) ------------


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.)
5) ------------
6) ------------
7) ------------
8) ------------


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.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


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

Strength: 22
Magic   : 38
Vitality: 38
Agility : 21
Cunning : 16

Resist: Fire Ice
Weak  : Body Light Dark

Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) ------------
6) ------------
7) ------------
8) ------------


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))
5) ------------
6) ------------
7) ------------
8) ------------


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.
Remora
 
Posts: 62
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Fri Feb 17, 2017 4:15 pm

Quick Summon and Dismiss are definitely two of the stronger upgrades. :) I suspect that once one we move to a point cost system on upgrades, it won't be possible to start a relic with both anymore. :P I agree with you about the starting abilities though they're probably closer to ideal in terms of balance and possible build diversity than any other Relic right now.

Always makes me happy to see successful melee summoner builds. :) Now if we could just see some magic melee summoner wins, but that may be more likely after the next build. :D

Capacity Up will probably be one of the more expensive ones too in a point cost system. :) I might also trim it back from a maximum of +6 to maybe +4 as I agree with you the "weight" of managing a large number of demons becomes a bit much even at just 9-10.

I hadn't thought of Healing Factor + Nightingale before, but now that you mention it, that does seem like it'd be pretty nice. :D

Speed is kind of the secret stat for Buffers and Healers. I've had good success with Buff-oriented Raichos in the past. :D It tends to keep them in the back long enough to keep them safe. Granted Speed can be awesome for any build, but Buffers and Healers can operate entirely behind the lines, which keeps the HP hit Speed bonuses bring from being as big a problem.

I admit I'm surprised: a list of nasty demons that *doesn't* include Akateko? :D Not that I disagree with anything you did put on there. :)

Congrats on the new wins. :D I'm happy you're still enjoying the game, even having beaten a fair number of times now. :)
User avatar
Ferret
 
Posts: 1664
Joined: Tue Sep 16, 2014 3:18 pm

YAVP: Hand of the dead, debuff and w/e

Postby Remora » Tue Feb 21, 2017 6:19 am

I've had some mild success with magic-oriented crown of glory characters (shocking stab + soothing cut benefit a lot from it, and the former can be quickly replaced with shocking touch or electrocute).

Are you referring to the initial party size, or the capacity up upgrades themselves? I can imagine capacity up being dirt cheap in a revamped relic upgrade system at first, but it would certainly get more expensive after two or three upgrades. For the latter case, the most that can be done for now is a party of nine demons.

Akateko are close, but similar to asrai and aeras, they're generally a nuisance where they appear the earliest. After a while, they're not too bad to deal with, and linking with them makes things a little easier.

I have had some more success with Hand of the Dead characters recently, particularly the debuff start. I find them my only successful "veil tanks" so far.

Image

Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 1/21/2017 8:55:56 PM


Summoner Bully...
was chosen by the Hand of the Dead,
selected Debuff and Movement as their starting elements,
has earned a score of 23016,
is currently at Tower:20,
and is still alive!



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

Name : Bully
Level: 19
MaxHP: 142
MaxSP: 100

Strength: 4
Magic   : 28
Vitality: 73
Agility : 4
Cunning : 46

Resist: Body
Weak  : Light

Abilities Known:
1) Withering Grasp (Type: Debuff, 15 SP. 70% chance to reduce offense and accuracy by 20%.)
2) Vitiating Grasp (Type: Debuff, 15 SP. 70% chance to reduce defense and evasion by 20%.)
3) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
4) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding Ignite, Poison, and reactions).)
5) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
6) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed by 12%. Cannot miss.)
7) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
8) 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.)

Relic Upgrades:
Consume (Delete Demon now restores your HP and SP based on the number of levels the demon has gained (more levels = stronger effect).)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
2 Heart glyph
1 Frost glyph
2 Pain glyph
5 Chakra gem
4 Pure gem
5 Chakra stone
2 Peace offering
3 Zephyr card
1 Calm card
1 Flame glyph
1 Venom rune

Current Credits: 36038

Codex Daemonium Completion
Personal Codex : 36 / 114 (31% complete)



--==== Party Overview  ====--

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

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



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

Name : Deadly Aspis
Level: 17
MaxHP: 99
MaxSP: 100

Strength: 41
Magic   : 11
Vitality: 37
Agility : 23
Cunning : 23

Resist: Body
Weak  : Ice Mind

Abilities Known:
1) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)
2) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (5))
3) 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).)
4) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
5) Infectious Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 50% chance to apply Infection, which hinders HP and SP recovery.)
6) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
7) ------------
8) ------------


Name : Demas
Level: 21
MaxHP: 95
MaxSP: 100

Strength: 18
Magic   : 44
Vitality: 44
Agility : 12
Cunning : 37

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) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed by 12%.)
6) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (2))
7) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
8) ------------


Name : Lifebender Druj nasu
Level: 19
MaxHP: 104
MaxSP: 100

Strength: 9
Magic   : 38
Vitality: 42
Agility : 9
Cunning : 47

Immune: Body
Resist: Dark
Weak  : Fire Light

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
2) Sepsis Wave (Type: Body, 25 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times). Can't miss.)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
4) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
5) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
6) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
7) ------------
8) ------------


Name : Incubus
Level: 26
MaxHP: 107
MaxSP: 100

Strength: 25
Magic   : 28
Vitality: 36
Agility : 40
Cunning : 51

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.)
5) ------------
6) ------------
7) ------------
8) ------------



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

 You gesture at the charun.
 The charun looks vulnerable!
 The charun looks less evasive!
 Your incubus drains the charun.
 Your druj nasu bites the charun.
 The charun is no longer charmed.
 The charun scourges your incubus.
 It isn't very effective.
 The charun scourges you.
 The charun scourges your druj nasu.
 It isn't very effective.
 The charun scourges your aspis.
 You sear the charun. You freeze the charun.
 The charun starts shivering!
 You hit the charun.
 Your incubus slaps the charun.
 The charun is charmed!
 Your druj nasu gestures at you. You feel better.
 The charun is still charmed!
 The charun gestures at himself.
 The charun's infection interferes with the
 healing.
 The charun looks slightly healthier.
 The charun is no longer chilled.
 You hit the charun.
 Your incubus drains the charun.
 Your incubus looks healthier.
 Your druj nasu bites the charun.
 The charun is still charmed!
 Your incubus swaps places with your druj nasu.
 Your druj nasu gestures at your aspis.
 Your aspis looks healthier.
 The charun is no longer charmed.
 The charun misses your incubus.
 You hit the charun.
 Your incubus drains the charun.
 Your incubus kills the charun!!
 Your druj nasu gestures at you. You feel better.
 You begin resting.
 Your aspis' defense returns to normal.
 You are no longer in agony.
 Your incubus is no longer in agony.
 Your druj nasu is no longer in agony.
 Your aspis is no longer in agony.
 Rest complete.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Tuofei
Level: 15
MaxHP: 67
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.)
5) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
6) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
7) ------------
8) ------------


Name : Angel
Level: 12
MaxHP: 59
MaxSP: 100

Strength: 18
Magic   : 31
Vitality: 22
Agility : 22
Cunning : 17

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) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Oni
Level: 18
MaxHP: 85
MaxSP: 100

Strength: 48
Magic   : 11
Vitality: 37
Agility : 22
Cunning : 22

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 by enemies (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) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (5))
6) ------------
7) ------------
8) ------------


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

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

Immune: Dark
Resist: Mind
Weak  : Body Light

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Shikigami
Level: 18
MaxHP: 72
MaxSP: 100

Strength: 11
Magic   : 40
Vitality: 16
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) ------------
6) ------------
7) ------------
8) ------------


Name : Pixie
Level: 19
MaxHP: 80
MaxSP: 100

Strength: 11
Magic   : 41
Vitality: 17
Agility : 35
Cunning : 41

Resist: Mind
Weak  : Body

Abilities Known:
1) Muddle (Type: Mind, 30 SP. 50% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
3) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
4) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ruler
Level: 24
MaxHP: 93
MaxSP: 100

Strength: 24
Magic   : 52
Vitality: 37
Agility : 23
Cunning : 34

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) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
6) ------------
7) ------------
8) ------------


This first run certainly could have gone better, but I still managed to reach the end of the tower. I don't recall as much about this game right now, but it wasn't too noteworthy overall.


I find healing factor a very strong ability; its not as strong on the summoner as it is on a demon for a few reasons (particularly nightingale and demons only taking damage from ignite and poison when dismissed), but it certainly increases the survivability of a high HP character that is going to be at the frontlines.

Image

Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 2/18/2017 3:26:19 AM


Summoner Persist...
was chosen by the Hand of the Dead,
selected Debuff and Healing as their starting elements,
has earned a score of 41270,
is currently at Tower:20,
and is still alive!



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

Name : Persist
Level: 25
MaxHP: 165
MaxSP: 100

Strength: 9
Magic   : 36
Vitality: 80
Agility : 4
Cunning : 56

Resist: Body
Weak  : Light

Abilities Known:
1) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (5))
2) Vitiating Grasp (Type: Debuff, 15 SP. 70% chance to reduce defense and evasion by 20%.)
3) Withering Grasp (Type: Debuff, 15 SP. 70% chance to reduce offense and accuracy by 20%.)
4) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
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) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) 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.)

Relic Upgrades:
Consume (Delete Demon now restores your HP and SP based on the number of levels the demon has gained (more levels = stronger effect).)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
1 Flame glyph
3 Chakra stone
1 Zephyr card
2 Peace offering
7 Pure stone
9 Heal stone
2 Calm card
1 Pain glyph
1 Mirror chime
1 Heal gem
2 Heart glyph
1 Venom rune
1 Pure gem

Current Credits: 5136

Codex Daemonium Completion
Personal Codex : 46 / 114 (40% complete)



--==== Party Overview  ====--

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

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



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

Name : Solid Demas
Level: 25
MaxHP: 131
MaxSP: 100

Strength: 16
Magic   : 40
Vitality: 66
Agility : 19
Cunning : 34

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) Storm Ward (Type: Defense, Passive. Provides a 33% chance to block Electricity attacks. This works even when Stunned, Paralyzed, etc.)
6) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement.)
7) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
8) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)


Name : Solid Hob
Level: 23
MaxHP: 124
MaxSP: 100

Strength: 21
Magic   : 35
Vitality: 54
Agility : 26
Cunning : 29

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) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
8) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)


Name : Ruler
Level: 28
MaxHP: 104
MaxSP: 100

Strength: 26
Magic   : 58
Vitality: 42
Agility : 26
Cunning : 38

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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (5))
7) 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))
8) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)


Name : Holy Tlaloc
Level: 29
MaxHP: 122
MaxSP: 100

Strength: 22
Magic   : 76
Vitality: 38
Agility : 22
Cunning : 37

Immune: Ice Electricity Dark
Resist: Light
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) 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) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
8) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 30% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)


Name : Well Fed Kuchisake
Level: 24
MaxHP: 150
MaxSP: 100

Strength: 30
Magic   : 16
Vitality: 65
Agility : 25
Cunning : 34

Immune: Body
Weak  : Electricity Light

Abilities Known:
1) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
2) Throat Slash (Type: Slash, 15 SP. 70 Power attack. Has a 35% chance to inflict Mute, which prevents the use of non-physical abilities.)
3) Madness Glare (Type: Mind, 30 SP. 50% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (14))
4) Bravado (Type: Mind, Passive. Presence cooldown recovers 50% faster when your HP is at 50% or less of maximum.)
5) 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) 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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)


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

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

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
4) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
5) ------------
6) ------------
7) ------------
8) ------------


Name : 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) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
6) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
7) 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.)
8) ------------



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

 You summon your hob!
 Your hob gestures at Tlaloc.
 Tlaloc begins to regenerate!
 Your ruler's defense returns to normal.
 Using Dismiss...
 You unsummon Tlaloc!
 Your hob gestures at your kuchisake.
 Your kuchisake begins to regenerate!
 Your hob gestures at your kuchisake.
 Your kuchisake looks healthier.
 Your hob gestures at your kuchisake.
 Your kuchisake looks healthier.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your yuki-onna!
 You are no longer regenerating.
 Using Examine...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Nevermind then.
 Your ruler's power returns to normal.
 Tlaloc's power returns to normal.
 Your power returns to normal.
 Tlaloc is no longer regenerating.
 Your kuchisake is no longer regenerating.
 Your jinn's power returns to normal.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using red essence...
 Red Essence can only be aimed at yourself. Press
 Enter to execute, Escape to cancel.
 You use the red essence.
 Your Strength increases by 5!
 Using guardian gem...
 Guardian Gem can only be centered on yourself.
 Press Enter to execute, Escape to cancel.
 You use the guardian gem.
 You feel protected!
 Your kuchisake looks protected!
 Your yuki-onna looks protected!
 Your hob looks protected! You feel more evasive!
 Your kuchisake looks more evasive!
 Your yuki-onna looks more evasive!
 Your hob looks more evasive!
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Hulking Zagh
Level: 15
MaxHP: 78
MaxSP: 100

Strength: 26
Magic   : 33
Vitality: 21
Agility : 21
Cunning : 24

Immune: Mind Light
Weak  : Fire Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Humble (Type: Light, 20 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (2))
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
5) Hurl Boulder (Type: Impact, 15 SP. 100 Power attack. Cooldown: Luck (5))
6) Love Tap (Type: Impact, 15 SP. 70 Power attack. 35% chance to cause Charm, turning the target against its allies.)
7) Might (Type: Buff, 20 SP. Improves offense by 25%.)
8) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))


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

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

Immune: Body
Resist: Mind Dark
Weak  : Electricity Light

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


Name : Well Fed Ghoul
Level: 20
MaxHP: 139
MaxSP: 100

Strength: 30
Magic   : 12
Vitality: 58
Agility : 24
Cunning : 26

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) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
6) Yellow Whisper (Type: Mind, 20 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (8))
7) 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.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)


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

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

Immune: Body
Resist: Mind Dark
Weak  : Electricity Light

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


Name : Shikigami
Level: 23
MaxHP: 85
MaxSP: 100

Strength: 13
Magic   : 47
Vitality: 19
Agility : 40
Cunning : 46

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

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


Name : Oni
Level: 24
MaxHP: 101
MaxSP: 100

Strength: 59
Magic   : 13
Vitality: 44
Agility : 27
Cunning : 27

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 by enemies (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) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (5))
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed by 12%. Cannot miss.)
8) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10.)


Name : Shoggoth
Level: 18
MaxHP: 90
MaxSP: 100

Strength: 40
Magic   : 11
Vitality: 39
Agility : 22
Cunning : 28

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) ------------


This run went noticeably better, but I did still skip a few floors.

Well fed Kuchisake seems kind of like a poor man's Chthonic Kuchisake, but that HP gain is pretty impressive. It does benefit a lot from high HP given its purpose as a frontliner, and it still gets to keep some cunning to induce panic.

Fiery veil did its thing okay. Poor barbegazi wouldn't stand a chance.

Image

Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 2/18/2017 2:54:27 PM


Summoner Revive...
was chosen by the Hand of the Dead,
selected Debuff and Healing as their starting elements,
has earned a score of 78119 (presently on cycle 2),
is currently at Tower:20,
and is still alive!



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

Name : Revive
Level: 24
MaxHP: 152
MaxSP: 100

Strength: 9
Magic   : 34
Vitality: 80
Agility : 4
Cunning : 53

Immune: Body
Resist: Mind
Weak  : Electricity

Abilities Known:
1) Withering Grasp (Type: Debuff, 15 SP. 70% chance to reduce offense and accuracy by 20%.)
2) Vitiating Grasp (Type: Debuff, 15 SP. 70% chance to reduce defense and evasion by 20%.)
3) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
4) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
5) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed by 12%. Cannot miss.)
6) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
7) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
8) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)

Relic Upgrades:
Consume (Delete Demon now restores your HP and SP based on the number of levels the demon has gained (more levels = stronger effect).)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
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.)
Item Sense (Shows the positions of unattended items on the map. May also reveal additional items when searching corpses, or once a level is fully explored.)

Inventory:
11 Pure stone
1 Zephyr card
1 Ghost chime
2 Pure gem
2 Flame glyph
3 Heart glyph
7 Chakra stone
3 Chakra gem
1 Peace offering
2 Calm card
1 Trouble chime
1 Mirror chime
2 Heal gem
2 Bolt glyph

Current Credits: 21548

Codex Daemonium Completion
Personal Codex : 58 / 114 (50% complete)



--==== Party Overview  ====--

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

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



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

Name : Stormy Kitsune
Level: 22
MaxHP: 91
MaxSP: 100

Strength: 10
Magic   : 50
Vitality: 20
Agility : 40
Cunning : 40

Resist: Ice Electricity 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) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
4) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
5) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
6) Lightning Bolt (Type: Electricity, 30 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
7) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
8) Demon's Mien (Type: Dark, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Dark.)


Name : Holy Hob
Level: 22
MaxHP: 98
MaxSP: 125

Strength: 20
Magic   : 50
Vitality: 28
Agility : 18
Cunning : 44

Resist: Ice Light
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) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)


Name : Well Fed Kuchisake
Level: 26
MaxHP: 159
MaxSP: 100

Strength: 32
Magic   : 17
Vitality: 69
Agility : 26
Cunning : 36

Immune: Body
Weak  : Electricity Light

Abilities Known:
1) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
2) Throat Slash (Type: Slash, 15 SP. 70 Power attack. Has a 35% chance to inflict Mute, which prevents the use of non-physical abilities.)
3) Madness Glare (Type: Mind, 30 SP. 50% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (14))
4) Bravado (Type: Mind, Passive. Presence cooldown recovers 50% faster when your HP is at 50% or less of maximum.)
5) 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))
6) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
7) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
8) ------------



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

 Your hob gestures at himself.
 Your hob looks healthier.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your kitsune!
 Your hob gestures at your kitsune.
 Your kitsune looks healthier.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your kuchisake!
 Your hob gestures at himself.
 Your hob looks healthier.
 You begin resting.
 Your hob gestures at you.
 You begin to regenerate!
 Your hob gestures at your kitsune.
 Your kitsune begins to regenerate!
 Your hob gestures at your kuchisake.
 Your kuchisake begins to regenerate!
 Your hob gestures at himself.
 Your hob begins to regenerate!
 Your hob gestures at your kuchisake.
 Your kuchisake looks healthier.
 Your hob gestures at your kuchisake.
 Your kuchisake looks healthier.
 You are no longer regenerating.
 Your kitsune is no longer regenerating.
 Your kuchisake is no longer regenerating.
 You stop resting (input received.)
 You begin resting.
 Your hob is no longer regenerating.
 You stop resting (input received.)
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Your kitsune concentrates briefly.
 Your kitsune looks more evasive!
 Antoria hurls a lightning bolt.
 Antoria shocks you.
 It's super effective!
 Antoria shocks your kitsune.
 It isn't very effective.
 Antoria shocks your kuchisake.
 It's super effective!
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

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

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

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

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


Name : Druj nasu
Level: 19
MaxHP: 90
MaxSP: 100

Strength: 11
Magic   : 29
Vitality: 35
Agility : 11
Cunning : 59

Immune: Body
Resist: Dark
Weak  : Fire Light

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
2) Sepsis Wave (Type: Body, 25 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times). Can't miss.)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
4) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
5) ------------
6) ------------
7) ------------
8) ------------


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

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

Resist: Slash Body Dark
Weak  : Electricity Light

Abilities Known:
1) Mind Blast (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss.)
2) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
3) Body Lock (Type: Body, 30 SP. 50% chance to cause Paralysis, causing the target to frequently miss their turns.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Whirling Ehlose
Level: 21
MaxHP: 84
MaxSP: 100

Strength: 41
Magic   : 10
Vitality: 43
Agility : 34
Cunning : 27

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

Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce offense by 20%.)
2) Warning Cry (Type: Buff, 35 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))
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) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
5) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
6) 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.)
7) ------------
8) ------------


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

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

Immune: Fire
Resist: Dark
Weak  : Ice Light

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
6) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
7) Demon's Mien (Type: Dark, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Dark.)
8) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)


Name : Lethal Ruler
Level: 26
MaxHP: 105
MaxSP: 100

Strength: 41
Magic   : 44
Vitality: 32
Agility : 27
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) Nightbringer (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to inflict Sleep, preventing the target from acting for several turns or until damaged.)
6) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)
7) Demon's Mien (Type: Dark, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Dark.)
8) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)


This subsequent run also skipped a few floors. I think I was even a bit too hasty to leave the floor that had a portal to Phoenix's sanctum, which I probably would have entered otherwise. I decided not to get quick dismiss for this run, which I did OK without. It is very good for making dismiss a free action so that you can do something else the same turn, but the game is still beatable without it.

Once more I got ruhin soul armor, which is nice. I really played it safe around electric demons like raiju this run, staying behind my other demons as best as I can while they take care of the enemy.

I got the well fed Kuchisake here from a Crown of Glory wraith of mine. Its ability set was inspired by the upcoming "wave" attacks; it had the dark slashes and cleave. It even had accursed for easy pariah-spreading! That run was ended at the hands of oni after getting the kuchisake. I keep on underestimating them; it was a promising run. I even managed to successfully complete the Reprobus link!

In spite of the abilities of some of my late demons, I couldn't bring down Antoria, and I was very close at least twice. I decided to just head towards the end goal rather than bother with clearing the rest of the final floor. In hindsight, he probably could have been defeated if I got lucky enough to do something like give my jinn the ionic modifier, but the game has been over so it doesn't matter now.
Remora
 
Posts: 62
Joined: Thu Sep 22, 2016 6:27 am

Re: YAVP: Faithful heart, healing and fire.

Postby Remora » Tue Feb 21, 2017 6:21 am

I had to cut off this last part to make these posts fit in.

For the third cycle, I decided to give Eye of the Dragon a go. It is the only relic I have yet to win with:

Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 2/18/2017 7:38:26 PM


Summoner Laam...
was chosen by the Eye of the Dragon,
selected Ice and Body as their starting elements,
has earned a score of 95097 (presently on cycle 3),
is currently at Tower:13,
and is quite dead!



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

Name : Laam
Level: 17
MaxHP: 89
MaxSP: 100

Strength: 65
Magic   : 10
Vitality: 29
Agility : 4
Cunning : 27

Resist: Fire Electricity Light Dark
Weak  : Ice

Abilities Known:
1) Avalanche (Type: Impact, 30 SP. 70 Power attack split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss.)
2) Rattling Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce accuracy by 20% for enemies. Cooldown: Presence (4))
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) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
5) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
6) 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) 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.)
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:
Item Sense (Shows the positions of unattended items on the map. May also reveal additional items when searching corpses, or once a level is fully explored.)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
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.)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)

Inventory:
8 Pure stone
5 Pure gem
4 Chakra stone
4 Mirror chime
14 Heal stone
2 Calm card
1 Curse rune
2 Zephyr card
2 Venom rune
1 Night rune
1 Trouble chime
1 White essence
1 Gold offering
1 Bronze offering
1 Might gem
2 Magic map

Current Credits: 16267

Codex Daemonium Completion
Personal Codex : 60 / 114 (52% complete)



--==== Party Overview  ====--

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

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



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

Name : Frigid Raiju
Level: 21
MaxHP: 76
MaxSP: 100

Strength: 15
Magic   : 53
Vitality: 21
Agility : 41
Cunning : 25

Immune: Electricity
Resist: Fire Ice
Weak  : 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) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
6) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
7) ------------
8) ------------


Name : Well Fed Shoggoth
Level: 22
MaxHP: 145
MaxSP: 100

Strength: 35
Magic   : 12
Vitality: 70
Agility : 17
Cunning : 26

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) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding Ignite, Poison, and reactions).)
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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)


Name : Lifegiver Hob
Level: 17
MaxHP: 96
MaxSP: 125

Strength: 17
Magic   : 42
Vitality: 37
Agility : 15
Cunning : 24

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


Name : Druj nasu
Level: 17
MaxHP: 83
MaxSP: 100

Strength: 10
Magic   : 27
Vitality: 33
Agility : 10
Cunning : 55

Immune: Body
Resist: Dark
Weak  : Fire Light

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 70% chance to inflict Infection, which hinders HP and SP recovery.)
2) Sepsis Wave (Type: Body, 25 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times). Can't miss.)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
4) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Reprobus
Level: 18
MaxHP: 97
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 by enemies (excluding Ignite, Poison, and reactions).)
7) ------------
8) ------------



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

 The hob's accuracy returns to normal. (x2)
 Using Eat Alive...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You miss the hob.
 The hob hits you.
 Your hob is no longer stunned.
 Your hob misses the oni.
 Your druj nasu points at the hob.
 The hob is infected!
 Your druj nasu bites the hob. The hob hits you.
 Your shoggoth hits the oni.
 The oni is no longer regenerating.
 The oni hits your hob.
 Your hob will be vulnerable longer!
 The oni hits your shoggoth.
 It isn't very effective.
 You and one of your allies are in danger!
 Using Avalanche...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You hammer the oni. You feel better.
 You hammer the oni. You freeze the oni.
 The oni starts shivering! The oni is infected!
 The hob hits you.
 The hob is poisoned!
 Your hob gestures at your shoggoth.
 Your shoggoth looks healthier.
 Your druj nasu gestures ominously.
 The hob is poisoned! The oni is poisoned!
 The hob hits you.
 The hob is stunned! The hob is badly poisoned!
 Your shoggoth hits the oni.
 The oni hits your hob.
 The oni misses your shoggoth.
 The oni hits your shoggoth.
 It isn't very effective.
 Your shoggoth is stunned!
 Using Dismiss...
 You unsummon your hob!
 The hob hits you.
 Your druj nasu gestures ominously.
 The hob will be badly poisoned longer!
 The hob is badly poisoned!
 The oni is badly poisoned!
 The hob is no longer stunned.
 The hob hits you.
 You die...



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

Name : Akateko
Level: 13
MaxHP: 55
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.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Nero
Level: 12
MaxHP: 72
MaxSP: 100

Strength: 18
Magic   : 31
Vitality: 31
Agility : 17
Cunning : 13

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 : Ghoul
Level: 12
MaxHP: 70
MaxSP: 100

Strength: 29
Magic   : 8
Vitality: 22
Agility : 27
Cunning : 24

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


Name : Centaur
Level: 14
MaxHP: 75
MaxSP: 100

Strength: 34
Magic   : 9
Vitality: 27
Agility : 34
Cunning : 16

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) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ccoa
Level: 14
MaxHP: 68
MaxSP: 100

Strength: 12
Magic   : 33
Vitality: 16
Agility : 26
Cunning : 33

Resist: Ice Electricity
Weak  : Body Light

Abilities Known:
1) Hail Shot (Type: Ice, 20 SP. 70 Power attack split between Ice and Impact; both the Ice and Impact damage are based on Magic. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) 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.)
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) 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))
5) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) ------------
8) ------------


Name : Shisa
Level: 17
MaxHP: 78
MaxSP: 100

Strength: 38
Magic   : 30
Vitality: 30
Agility : 21
Cunning : 16

Resist: Light Dark
Weak  : Fire

Abilities Known:
1) Holy Word (Type: Light, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Cannot miss. Cooldown: Breath (4))
2) Cursebreak Cut (Type: Slash, 20 SP. 70 Power attack. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down from you or a nearby ally.)
3) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
4) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
5) ------------
6) ------------
7) ------------
8) ------------



Note how "Laam" is an anagram of "alma."

Embarrassingly enough, this run had its end contributed to by oni, but it was a mere couple of unmodified hobs backing them up that finished off my character. In hindsight, this could have been easily avoided, given that I had plenty of heal stones. Oh well. I'll certainly play more carefully in future runs from now on.

I've been finding poison veil to be very strong, probably one of the most devastating veils. It works very well against any mobs without body resistance with good cunning, and if infection can be spread to those demons than they will be worn down quickly. I did manage to get quite the deadly ability set here!

On another note, shoggoths spawning on Anomaly:3 seem to be a rarer sight nowadays. I'm not complaining, even if getting an early shoggoth guarantees the next few floors to be smooth sailing, but that's just me. On the other hand, raiju seem to be a little more common.

I'll probably post a few more noteworthy runs before the next update, most of them from last month.

P.S. I made the game fullscreen by accident and I am not sure how to undo it. It's not much of a problem, though.
Remora
 
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Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Tue Feb 21, 2017 7:11 am

I'll give a longer reply to the fun gameplay stuff later, but to address the fullscreen question: pressing F11 during main gameplay will undo it, if Demon is what did it in the first place. (Some OSes have their own separate way of doing full screen, if yours is one of those and you did that, not sure how to undo it. :P )
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Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Tue Feb 21, 2017 4:26 pm

Magic-oriented Crown is likely only going to get better: hybrid attacks are going to be much better represented throughout the game (you'll have seen at least the 85 Power ones of each element by Tower:5 or so), and the Flash spells (40 Power melee range Cantrips) will also be available within the same time frame. Also adding Fire/Ice hybrid versions of Pounce/Bull Rush that replace the certain Stun with certain Ignite and, interestingly, an AE Chill (thanks to Geminimax for that idea in an e-mail), but you may have to dig a bit to find those in game. Of course, all of this will probably help Eye of the Dragon and Hand of the Dead too, as they are also melees who tend to have good Magic stats.

I'm probably going to have to relent slightly on my "no more unplanned stuff in this build damn it" stance and add hybrid-oriented random modifiers in order to ensure good access: hybrid-oriented modifiers would basically be Slash/Fire, Impact/Ice, Pierce/Elec, usually leaning more towards the magic element, but the melee-range/free action/passive abilities of that element. It'd be a shame if nobody ever got to see Magma Force, Ionic Spear, etc.

I dunno.. for all that the old vets who grew up on 8 howl about it, I kinda like the party size of 6. :D Extra slots are *really* nice, especially combined with things like Recycle.

I think you might be the first person to ever say they like Hand of the Dead's Debuff start. :D But hey, you walked the walk, your end game file shows you kept both starting abilities.. three times! :) But now that you mention it, they would be pretty interesting on a Veil Tank: the Withering Grasp ability in particular is probably great for limiting the harm you take while Veiling.

Poison is quite nice. :) Infection may be even nicer, in some party setups, once SP denial/draining becomes more of a thing in the next build. (Buruburu, one of the new starter monsters, having a -15 SP melee attack should be a decent starting bid... though I'm thinking I might need to convert all SP drains/removals to SP% drains/removals... still thinking on this one.)

I haven't changed the spawn rate of Shoggoths in Anomaly:3. The RNG must just be in a different mood. :D

Congrats on the multiple wins. :D Hopefully the next build will have some new challenges for you. :)
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Re: YAVP: Faithful heart, healing and fire.

Postby wizzzargh » Wed Feb 22, 2017 9:25 pm

I thought Shoggoths had become rarer as well... Also while I think hand of the dead is great because of how rich you can get, I also found the Debuff start to be pretty weak so I find these wins pretty nifty.

Oni damage is ridiculous, I've actually considered asking Ferret if there was some glitch with their abilities making them do extra damage... but I'm sure it's just the combinations of defense down, stunning, and extra Juggernaut turns constantly surprising me.
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Re: YAVP: Faithful heart, healing and fire.

Postby Remora » Fri Feb 24, 2017 5:29 am

I do like the idea of the hybird ability modifiers. That's actually something I have thought of for a while upon noticing how some of the magic elements are connected to certain kinds of physical attacks.

I think I'll be rather brief on some noteworthy runs I have intended to cover in the past, but don't have the best memory of by now:

Pokey: 1-20 win. Titan's fist. Pierce and & pierce for starting elements. Piercing thrust is pretty great with the right positioning. First game ascending with Artemis. Had haietlik soul armor.
Axey: 1-20 win. Titan's fist. Second attempt at a slash & slash start after Pokey. Cleave and grand cleave are also great. Ruhin soul armor.
Souleater: 1-20 death on Anomaly:2. Double light faithful heart. Its wraith is a notable nuisance because of its whirling will o' wisp, which moves absurdly fast and easily spreads infection.
Dasher: 1-22 death on Tower:12. Titan's first pierce and defense. Choose a goblin for a starting ally and based the run off of it; my character had a lot of dodging abilities and dash while the goblin was given deadly that could reliably give guilt, pariah, poison, and lower enemy defenses, merely without low profile of its base abilities. This character died to a mirror party. This was a very fun run, but its wraith can be annoying because it is incredibly good at dodging attacks and the goblin spreads status effects very easily. The PC has psychic gandayah soul armor to compensate for the goblin's weaknesses, and vice versa.
Mighty Smite: 1-30 victory. Orb of power dark and ice run that got an emphasis on using light smites for attacking.
Daze: 2-11 death. Mind & debuff crown of glory. Focused on gathering the charged and ionic modifier demons. Had a cursed raicho, which was okay but I have come to learn that blessed raicho is better. I died to Lioth here.
Cold Friend: 2-12 death. Electricty & healing crown of glory. This is the run I realized that such a combo benefits a lot from boosting magic. This run was focused on getting all of the frigid and polar modifier demons. I had made it up to bmola. This is also the run where I realized where AoE attacks can be risky versus oni, which killed my character.
Dark Wave: 2-17 death. Crown of glory dark & slash, inspired by the upcoming abilities. Another death by oni. This run was going pretty well until I underestimated them yet again; I even managed to complete the Reprobus link!

Now I have only been playing one run a day. Now I got a streak, but I may post about my experiences and what I have learned later.

Glow: 2-21 death. First game played after Laam attempt. Hand of dead dark & healing. I got transpose soul for the first relic upgrade to get halo and reaper's mien. It proved to be very strong versus oni! The healing and damage are pretty good, which I figured out as soon as I was fighting blobs in Anomaly. Fairly fun run, but it ended when some banshees and shikigami came over during a battle with Breska. I used two mirror chimes to make the inevitable death more over-the-top.
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Re: YAVP: Faithful heart, healing and fire.

Postby Ferret » Fri Feb 24, 2017 4:31 pm

Yeah, the new hybrid modifiers are definitely going to happen. I wanted to fill out the hybrid ability lists a bit more, but I didn't really slate any mid-Tower demons for the build to use them, so it's the only way to get them showing up in the game at all. :P

I had no idea you'd been playing that much :D I'm glad you've been having fun trying out all sorts of different builds, that's much of what I was going for in the design of the game. :) There should be many more to explore soon. :D
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