I guess “Playing hard to get” is a way to put it. What I basically thought is that their links are tests that they are not planning to make easy.
Speaking of Charm, demons start behaving oddly if they are Charmed and are the only hostile demon nearby. If they have no AoE attacks, they just walk around. But if they DO have AoE, they seem to use them to hit as many targets as possible, while considering themselves a target. I'm suspecting no AoE Charmed demons are actually closing in with me to punch me.
Tlaloc's Sanctum wasn't very hard. The most troublesome part was Tlaloc himself, who I didn't try to recruit. He did manage to make the fight take a while.
Normal Tower levels weren't easy. Ikiryo groups were very hard to take down and always dealt some MaxHP damage, but I thankfully got it back quickly. Big groups of Light demos lead by Rulers always managed to get a few demons close to death. In fact one time when most Light demons were out of my sight I didn't relies the threat, they reduced Anzu from close to full to 9 HP!
I managed to power up my party a fair bit before getting to Tower 20. I fused my Actaeon (who was falling behind in levels pretty badly) to Kuchisake and recruited Unicorn at Tower 17, adding yet another healer to my party, this one also knowing Cleanse, Calm and Absolution. I also gave him Flash Heal, Rallying Cry and used Revelation for Mending Aura. I also linked with Incubus at Tower 19, copied Dominator and Alluring Veil to Kuchisake and deleted Incubus. Then I got Level 25 from a Relic Wraith, took Capacity Up I and properly recruited Incubus from a corpse encounter, giving him Riposte, Leap Attack, Leadership and Ever Ready. Speaking of Ever Ready, I actually gave it to several of my demons because it basically makes my demons minimal SP 15.
I needed all of those power ups for Tower 20, because both Jayle and Antoria appeared there, both causing a lot of trouble. I made it through both of these fights with no loses, although Jayle almost killed me and made me use 4 or 5 items and Antoria almost killed several demos and badly MaxHP drained Anzu and Ninkasi. Both of them took preaty much all of the healing power I had to keep up with their damage.
Also, Antoria was actually set on fire. By my Demas targeting my Ninkasi with Pyrokinesis.
Ogun's Sanctum next. If I'm not mistaken, this is going to be my first Tier 3 experience.
- Code: Select all
Summoner Saler...
was chosen by the Faithful Heart,
selected Fire and Buff as their starting elements,
has earned a score of 42184,
is currently at Tower:20,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 26
MaxHP: 148
MaxSP: 100
Strength: 4
Magic : 72
Vitality: 57
Agility : 4
Cunning : 58
Resist: Fire
Weak : Dark
Abilities Known:
1) Set Alight (Type: Fire, 20 SP. 40 Power attack. Has a 100% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
2) Pyre Rite (Type: Fire, 10 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for allies.)
3) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
4) Inner Fire (Type: Fire, 0 SP. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
7) Arrest Host (Type: Body, 35 SP. 35% chance to cause Paralysis, causing the targets to frequently miss their turns.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
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:
2 Chakra gem
4 Zephyr card
1 Mirror chime
1 Pain glyph
7 Chakra stone
2 Guardian gem
1 Blizzard rune
1 Silver offering
2 Heart glyph
5 Heal gem
1 Meteor rune
1 Night rune
1 Frost glyph
11 Heal stone
1 Gold offering
1 Magic map
2 Peace offering
2 Pure stone
1 Calm card
1 Bronze offering
2 Bolt glyph
2 Pure gem
1 Might gem
Current Credits: 2831
Codex Daemonium Completion
Shared Codex : 84 / 135 (62% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 3 0 0 7* 1
Impact 2 0 1 7* 0
Pierce 0 0 0 8* 0
Fire 3* 1 2* 3 2
Ice 1 0 3 3* 2
Electricity 1 1 1 5* 1
Body 2* 2 1 4* 1
Mind 1 0 3 5* 0
Light 1 1 1 3* 3
Dark 2 0 2 4 2*
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Anzu
Level: 24
MaxHP: 108
MaxSP: 100
Strength: 31
Magic : 43
Vitality: 43
Agility : 30
Cunning : 23
Resist: Fire Ice Electricity
Weak : Light
Abilities Known:
1) 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))
2) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 33% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
3) Ice Breath (Type: Ice, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Breath (4))
4) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
5) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Warning Cry (Type: Buff, 25 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))
7) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
8) Icy Smash (Type: Impact, 10 SP. 100 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
Name : Holy Shikigami
Level: 25
MaxHP: 87
MaxSP: 100
Strength: 11
Magic : 57
Vitality: 16
Agility : 34
Cunning : 57
Immune: Body
Resist: Impact Ice Light Dark
Weak : Slash Fire
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) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
6) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
7) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
8) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))
Name : Ionic Demas
Level: 25
MaxHP: 106
MaxSP: 100
Strength: 16
Magic : 60
Vitality: 34
Agility : 30
Cunning : 35
Immune: Fire Electricity
Weak : Ice
Abilities Known:
1) Flame Orb (Type: Fire, 20 SP. Attenuated 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) Pyrokinesis (Type: Fire, 10 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) Inner Fire (Type: Fire, 0 SP. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
6) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) 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.)
Name : Ninkasi
Level: 27
MaxHP: 102
MaxSP: 100
Strength: 21
Magic : 36
Vitality: 36
Agility : 46
Cunning : 46
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 (4))
5) Alluring Gaze (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (4))
6) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
Name : Maj. Kuchisake
Level: 26
MaxHP: 116
MaxSP: 100
Strength: 41
Magic : 14
Vitality: 38
Agility : 50
Cunning : 37
Immune: Body
Resist: Mind
Weak : Electricity Light
Abilities Known:
1) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
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) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
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) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
8) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
Name : Unicorn
Level: 25
MaxHP: 103
MaxSP: 100
Strength: 32
Magic : 49
Vitality: 35
Agility : 31
Cunning : 28
Immune: Light
Weak : Body Dark
Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
7) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
8) Mending Aura (Type: Healing, 25 SP. Only affects wounded allies who are not Mended. 150 Power heal. Applies Mended.)
Name : Incubus
Level: 27
MaxHP: 107
MaxSP: 100
Strength: 26
Magic : 29
Vitality: 37
Agility : 41
Cunning : 52
Resist: Mind Dark
Weak : Ice Light
Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% of 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) 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))
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
8) 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.)
--==== Recently Slain Allies ====--
Name : Banshee
Level: 18
MaxHP: 65
MaxSP: 100
Strength: 11
Magic : 51
Vitality: 22
Agility : 22
Cunning : 34
Immune: Body
Resist: Slash Impact Pierce Ice
Weak : Electricity
Abilities Known:
1) Mind Howl (Type: Mind, 30 SP. 55 Power attack, enemies only. Cannot miss.)
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
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Name : Yali
Level: 18
MaxHP: 79
MaxSP: 100
Strength: 43
Magic : 16
Vitality: 31
Agility : 31
Cunning : 19
Immune: Light
Resist: Body
Weak : Dark
Abilities Known:
1) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
2) 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))
3) Hand of Light (Type: Light, Passive. Your Slash, Impact, and Pierce attacks that damage targets weak to Light also deal a 85 Power Light attack if the additional damage would be fatal to the target.)
4) Silver Hand (Type: Light, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Mute, which prevents the use of non-physical abilities.)
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Name : Impundulu
Level: 25
MaxHP: 92
MaxSP: 100
Strength: 21
Magic : 57
Vitality: 24
Agility : 38
Cunning : 35
Resist: Electricity Dark
Weak : Ice
Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt.)
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) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
4) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
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Name : Maj. Actaeon
Level: 17
MaxHP: 100
MaxSP: 100
Strength: 40
Magic : 8
Vitality: 30
Agility : 46
Cunning : 11
Resist: Ice Mind
Weak : Fire Light Dark
Abilities Known:
1) Quelling Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (4))
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
4) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
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) 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.)
7) Warning Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's evasion by 25%.)
8) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
Name : Barbegazi
Level: 18
MaxHP: 87
MaxSP: 100
Strength: 25
Magic : 40
Vitality: 37
Agility : 22
Cunning : 16
Immune: Ice
Weak : Fire
Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Then, Chill enemies in front of you, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Charge (4))
2) Cryopulse (Type: Ice, 15 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
3) Icy Gust (Type: Ice, 15 SP. 40 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Free action. Cooldown: Cantrip (3))
4) Frost Armor (Type: Ice, Passive. When your last action was an Ice ability, you have 25% improved defense.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Ice Breath (Type: Ice, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Breath (4))
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Name : Incubus
Level: 26
MaxHP: 104
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% of 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.)
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Name : Hulking Yeti
Level: 23
MaxHP: 110
MaxSP: 100
Strength: 59
Magic : 26
Vitality: 39
Agility : 28
Cunning : 13
Resist: Ice Body
Weak : Fire Mind
Abilities Known:
1) Icy Smash (Type: Impact, 10 SP. 100 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Ice Breath (Type: Ice, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Breath (4))
3) Hurl Boulder (Type: Impact, 15 SP. 100 Power attack. Cooldown: Luck (5))
4) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
5) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
6) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce offense by 20%.)
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