So, after being unable to play again FOR OVER 2 WEEKS
, I'm finally getting back to Demon. Thought of trying out an Ice melee mage. I'm planning to use Block abilities for defense. Especially Block Physical, seeing how I'm thinking of going Orb of Power. Chose Electricity as my main element for it's resistance and Defense secondary for Triad Ward.
Started with Echeneis. By Tower 2 I have Goblin, Malingee, Freybug, Gandayah and Faerie. Also Transposed Block Physical from a Slime and copied Chilling Touch and Dash to myself. I can already tell that this build is going to be a late blooming one.
At Tower 3 I recruit an Ukobach and a Jinang Shi. Later I encounter Headless and recruit him also. Going into Arcadia next.
After killing a few demon groups without too much trouble, I run into Actaeon. Decide to not kill or link with him yet and avoid him. Then I get enough credits to Transpose Freezing Touch to myself from Echeneis. I was actually hoping to get one of defensive Ice passives, but I forgot that it's modifier got changed from Frigid to Icesworn.
Then I nearly loose a few demon to an Ogre group and finally decide to kill Actaeon because I don't want to attempt his link with a non-full party. Probably should've looked for an opportunity to fill it, but oh well.
At Tower 4, I immediately encounter Vikhor. I kill him because his Raichos got ranged attacks and I didn't want to deal with them and chase Vikhor at the same time. Recruit a Solid Satyr that I later Transpose for Stone Stance and a Kasha. Enter Rush's Sanctum.
In Rushes Sanctum I quickly recruit an Angel. The negotiations, however, end up costing me all my Chakra and most my Pure Stones. Here I notice that Infection has no effect on Guilt Healing. Is that supposed to happen? I encounter Rush and recruit him, deleting Ukobach. I find Might on a corpse, and decide to replace Shocking Beam with it.
At Tower 5 I encounter Ccoa. She resisted both of my elements and her Zars were Icesworn, so they resisted my Freezing Touch. Killed her because he link seems far too troublesome. I'll record her into the Codex Daemonium later. And then I run into... a pair a Gandayahs. With no Other demons. Looks stupidly out of depth. Then I find a 3 Faeries and 2 Asrais group. I kill all of them other than one Asrai, retreat and heal and then link with her. Then I fight Zaji, but I'm unable to kill her, so I had to run away. With the recent changes she went from Warm Up Boss to Early Bird Boss!
And then I enter Anomaly and stop playing for today.
This build seems to be coming together – I'm about to get the credits for another Transpose and will get Icy Shield. I have 2 of each elemental weakness, which, in Anomaly, might be bad, but my weaknesses/resistances are balanced. I have 2 healers (Angel and Rush), Guilt, Protect, Might and Bloodthirst, all of which are good abilities.
- Code: Select all
Summoner Saler...
was chosen by the Orb of Power,
selected Electricity and Defense as their starting elements,
has earned a score of 2483,
is currently at Anomaly:1,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 6
MaxHP: 62
MaxSP: 100
Strength: 4
Magic : 28
Vitality: 19
Agility : 19
Cunning : 10
Resist: Electricity Mind
Weak : Slash Impact Pierce
Abilities Known:
1) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Dash (Type: None, 20 SP. Move to the target position instantly. This is a fast action: it only takes half the time most actions do. Cooldown: Charge (8))
4) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
5) Might (Type: Buff, 10 SP. Improves offense by 25%.)
6) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
7) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
8) 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.)
Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
Transpose Soul (Unlocks the Transpose Soul transmutation, which lets you sacrifice a demon to choose and learn one of the bonus abilities from the modifier it would pass if used with Fuse Demons.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Inventory:
2 Zephyr card
2 Pure gem
1 Magic map
2 Heal stone
2 Pure stone
1 Blizzard rune
1 Chakra stone
Current Credits: 2220
Codex Daemonium Completion
Shared Codex : 100 / 135 (74% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
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Slash 3 0 0 6 1*
Impact 1 0 0 6 1*
Pierce 1 0 0 6 1*
Fire 0 0 2 3* 2
Ice 2* 1 1 3* 2
Electricity 1* 0 2* 3 2
Body 0 0 2 5* 0
Mind 1 0 1* 6 0
Light 2 1 2 2* 2
Dark 1 0 3 3* 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Jiang shi
Level: 5
MaxHP: 45
MaxSP: 100
Strength: 18
Magic : 7
Vitality: 18
Agility : 20
Cunning : 12
Resist: Body Dark
Weak : Fire Electricity 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) 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) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
4) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
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Name : Headless
Level: 6
MaxHP: 67
MaxSP: 100
Strength: 19
Magic : 6
Vitality: 33
Agility : 11
Cunning : 11
Resist: Ice Body
Weak : Electricity Light
Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
5) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
7) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
8) ------------
Name : Kasha
Level: 5
MaxHP: 38
MaxSP: 100
Strength: 10
Magic : 14
Vitality: 13
Agility : 20
Cunning : 18
Resist: Fire Light Dark
Weak : Ice
Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) Hinder (Type: Debuff, 15 SP. 85% chance to reduce evasion by 20%.)
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Name : Angel
Level: 9
MaxHP: 49
MaxSP: 100
Strength: 15
Magic : 27
Vitality: 19
Agility : 19
Cunning : 15
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, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
5) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
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Name : Friar Rush
Level: 5
MaxHP: 45
MaxSP: 100
Strength: 12
Magic : 15
Vitality: 21
Agility : 9
Cunning : 18
Resist: Light Dark
Weak : Ice
Abilities Known:
1) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 50% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) Emit Void (Type: Dark, 10 SP. 70 Power attack. Cannot miss. Cooldown: Dark (1))
3) Dark Gift (Type: Healing, 15 SP. Cannot target characters weak to Dark. 60-130 Power heal, based on the target's Dark resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Dark (2))
4) Yellow Whisper (Type: Mind, 25 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (6))
5) Quiet Prayer (Type: None, 0 SP. Reduces Light and Dark cooldowns by 1 turn. 25% chance of an extra, random benefit as well.)
6) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
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Name : Asrai
Level: 5
MaxHP: 37
MaxSP: 100
Strength: 6
Magic : 28
Vitality: 7
Agility : 19
Cunning : 15
Immune: Ice
Weak : Fire
Abilities Known:
1) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) 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.)
4) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10%.)
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Also, about Inspire AI: what if it would calculate the percantage of effective and usable attacks/debuffs the target demons has? So if it had an attack on cooldown, an attack that current enemies are resistant to, an effective attack, an effective debuff and a support moves, that percentage would be 40%?