I saw the Matter testing build. Not sure if I'm going to wait for this character to die or to play 2 characters at the same time.
Anomaly 1: after a few fights, I find a Blob and link with it to give Friar Rush Flesh Rot. Thought of linking with a Slime to give Malingee Block Impact and also giving it Ready Block and Block Physical, but decided against it. It wouldn't get targeted Physically anyway. After clearing up demons, I Enemy Lure for a Cursed Blobs/Slimes group. Tried to link for Piercing Cry, but after failing it with a Slime and a Blob, decide to just kill them. The corpse clean up goes mostly smoothly, having one big demon group that forced me to retreat, but I defeated them in the second fight.
Anomaly 2: After a few fights I find a Raiju. Try to link with him, but his Aerases Shock me, causing me to fail. I try to take cover from Aerases, but I get blocked by Python. I end up sacrificing Malingee and using a Charm Glyph. What a mess. I take down a Blobs/Slimes group, then find Aerases/Gremlins group. I kill them, recruiting an Aeras and almost loosing a few demons. I also have 4 Light weaknesses now. I almost get trapped between Raiju/Aerases and Python's group again, then fight Python. I recruit Ruhin, planing to give Aeras Vigorous and fusing Ccoa to him. I was 11 credits short. I decide to fuse a Stormy Freybug, being a bit experimental. I first kill his demons (it takes forever), then Python also, as I was out of credits. Then I track down and eliminate the Raiju/Aerases group, almost loosing Ruhin. I clear up the corpses without an incident. Enemy Lure lures 4 Gis.
Our SaNcTuM1!1: I find a Glitch with a Chaos, a Gi and an Aeras. I beat up the Chaos to force it to flee, but I had to fall back also. Rush and Headless kill the Glitch, shortly followed by the remaining hostile demons. The next encounter is Blobs, a Ruhin and a Glitch. I take cover from Glitch and have Rush and Headless take out most enemies before Rush gets dangerously low on HP. Next up is what might be the nastiest group there is on this level – Glitch with Fotia, Chaos a Nero. I run away unlit I can get some cover. Glitch show itself first, but quickly swaps with Foria and Chaos. My Headless, Rush and Freybug take them out quickly, while I support with Protect and Rabblerouser from the back row. Then Headless and I melee Glitch to death, and finaly take out Nero. Headless, Freybug and Aeras deal with the following 3 Chaoses + Glitch group. (Guess what? I took cover again) Then a 2 Aithers, Chaos and Glitch go down it a similar way, although Short Jaunt gives more problems this time. Then a 3 Gremlins, Ruhin and Glitch group. I run away to make Gremlins break away from the rest, then fight them. By the time the rest catches up, Gremlins were mostly dead. I decide not to search corpses or Enemy Lure here. Back at Anomaly 2, I lure Asrais and Gis. I was wondering – if you Charm a Glitch and make him attack another Glitch, will it hit a weakness?
Anomaly 3:After a few fight, I find Paracelsus. I attempt to take him down, but recognize that I'm not making any progress in taking down his demon and retreat. After a few more fights, I fight him again, this time ignoring his demons and trying to kill him first. At first that plan was also lacking success, but then I figure out a strategy of denying him of any Basks. His 3 demons with healing skills running out of SP also helped. I kill him after a long battle, then retreat to deal with his demons better. During the corpse clean up I find a Buff/Ice Orb of Power Wraith named Beano. Had mostly fused demons. Some good ability copies, too. Headless decides to focus on him and takes him out quickly. His demons give quite a bit of trouble, hitting hard, Panicking and Stunning. I actually had to use Pure and Healing stones, one each. Then I enemy lure a Glitch. I recruit it's Psychic Aither, replacing my Aeras, seeing how Freybug managed to take over it's role.
A problem this party has is lack of melee fighters – only Headless and sorta Rush.My Stormy Freybug is surprisingly powerful, seeing how it ripped through quite a few encounters. Rush is also stronger than I'm used to him being. Headless and Faerie are as reliable as ever. Ruhin is a good buffer, but I think I'll have to work with him a bit more. That Psychic Aithers I snatched at last second looks like it has potential.
- Code: Select all
Summoner Saler...
was chosen by the Crown of Glory,
selected Buff and Buff as their starting elements,
has earned a score of 6771,
is currently at Tower:6,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 11
MaxHP: 81
MaxSP: 100
Strength: 33
Magic : 9
Vitality: 29
Agility : 34
Cunning : 5
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) 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.)
4) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
5) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
6) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
7) 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.)
8) Storm Veil (Type: Electricity, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 5% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
Relic Upgrades:
Quick Summon (Your first Summon each turn is a free action (can use Summon as a normal action afterwards.))
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
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:
4 Heal gem
1 Frost glyph
1 Calm card
2 Flame glyph
1 Peace offering
3 Mirror chime
2 Chakra gem
3 Pure stone
2 Zephyr card
1 Venom rune
1 Ghost chime
Current Credits: 741
Codex Daemonium Completion
Shared Codex : 115 / 135 (85% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 2* 0 0 7* 0
Impact 1 0 0 7* 0
Pierce 0 0 0 7* 0
Fire 0 0 0 6* 1
Ice 1 0 2 3* 2
Electricity 1 0 1 3* 3
Body 1 2 1 3* 1
Mind 2 0 3 4* 0
Light 2 1 2* 2 2
Dark 2 1 1 4 1*
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Stormy Freybug
Level: 9
MaxHP: 54
MaxSP: 100
Strength: 12
Magic : 20
Vitality: 12
Agility : 22
Cunning : 29
Resist: Ice Electricity
Weak : Light
Abilities Known:
1) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
2) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
3) 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))
4) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
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%. Cannot miss.)
6) Emit Sparks (Type: Electricity, 15 SP. Targets up to 3 random enemies. 70 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
7) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
8) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
Name : Lifegiver Faerie
Level: 9
MaxHP: 59
MaxSP: 100
Strength: 6
Magic : 29
Vitality: 17
Agility : 24
Cunning : 19
Resist: Mind
Weak : Body
Abilities Known:
1) Lucky Charm (Type: Healing, 15 SP. Resets Luck cooldown. 25% chance of an extra, random benefit as well.)
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) 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))
5) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) ------------
8) ------------
Name : Headless
Level: 10
MaxHP: 82
MaxSP: 100
Strength: 24
Magic : 8
Vitality: 40
Agility : 14
Cunning : 14
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) 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.)
4) 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.)
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
7) Ready Block (Type: Defense, Passive. If your last action was a Melee or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
8) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
Name : Friar Rush
Level: 9
MaxHP: 57
MaxSP: 100
Strength: 15
Magic : 19
Vitality: 27
Agility : 11
Cunning : 23
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) 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.))
6) Poison Breath (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Poison, causing damage over time (can stack three times). Cooldown: Breath (5))
7) 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%.)
8) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
Name : Blessed Ruhin
Level: 10
MaxHP: 62
MaxSP: 100
Strength: 8
Magic : 16
Vitality: 20
Agility : 26
Cunning : 30
Immune: Body
Resist: Mind
Weak : Electricity
Abilities Known:
1) Focus (Type: Buff, 10 SP. Improves accuracy by 25%.)
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
5) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
6) Rousing Cry (Type: Buff, 20 SP. Accelerates the next turn of all nearby allies who aren't Shocked, Stunned, or Sleeping. Cooldown: Presence (6))
7) 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.)
8) ------------
Name : Psychic Aithir
Level: 9
MaxHP: 50
MaxSP: 100
Strength: 6
Magic : 26
Vitality: 12
Agility : 15
Cunning : 36
Immune: Body Light Dark
Resist: Mind
Weak : Fire Ice Electricity
Abilities Known:
1) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
2) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 10, and if you start your turn with a Light or Dark cooldown of 2 or less, it is cleared.)
5) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
6) Mind Twist (Type: Mind, 20 SP. 40 Power attack. Has a 50% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cannot miss.)
7) Emit Void (Type: Dark, 10 SP. 70 Power attack. Cannot miss. Cooldown: Dark (1))
8) ------------