I clear out Anomaly 1 mostly without trouble. A few Gremlins give me a hard time. I link with a Blob, copying his Poison Veil and Flesh Rot to my Holy Raicho (not an optimal choice for him, because he is fragile, but it supports his Poison Touch, and I had Credits problems. ) and fusing a Vile Kasha, who got Flesh Rot and Corrupt. I also gave Vikhor Leadership from Headless.
In Anomaly 2, I encounter Python. I decide not to recruit him, because I couldn't find space for him in my party. Then I find a Cursed group of Blobs and Nero, which gave me some trouble, lowering my DEF and OFF and Poisoning me. I copier Bloodthirst to myself, and I also got Poison Veil from a corpse. I go into oUr SaNcTuM1!1
Here I manage to clear out the Glitched without losses. Then I encounter a Wraith. I beat him also, although I had to make a few switch-outs. I link with his Faerie for it's Healing Charm, Cleanse and Fade. The healing abilities went to my Angel, Raicho got Fade.
In Anomaly 3, I encounter Paracelus early on. I manage to overpower him with buffs as well as Poison and Infection. Then I encounter Maderva and kill her rather quickly. Even with her Cleansing Cut, She takes a good chunk of damage from Poison. And then her DEF gets lowered. I took Crusader from her. Then I fought a Wraith. Who had a lot of buffs and healing. They also used Quelling Cry and Ice attacks for Chill. That was a rather hard battle as the result of all of that. But now I'm done with the Anomaly. I gave Kasha Pounce and Tormentor, replacing Swiftness. Rush got Angel's Mien. I thought of making some more modifications, but decided against it.
My party seems to be coming together, despite a few mistakes I made earlier. Angel supports, heals and damages (again), my Headless buffs as always, Vikhor deals good damage and is evasive, Raicho deals a lot of damage, Guilts, Poisons and lower DEF, Kasha also Guilts and lowers DEF, and also Infects and Rush... heals and damages, I guess. I never used him as much as my other demons, for some reason.
- Code: Select all
Summoner Saler...
was chosen by the Crown of Glory,
selected Debuff and Buff as their starting elements,
has earned a score of 66828 (presently on cycle 2),
is currently at Tower:6,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 11
MaxHP: 79
MaxSP: 100
Strength: 30
Magic : 4
Vitality: 27
Agility : 22
Cunning : 22
Resist: Dark
Weak : Light
Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 50% chance to reduce speed by 33%.)
2) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Polar Rush (Type: Impact, 5 SP. Must target a character. Charge to the target with an 85 Power Impact/Ice attack. Then, Chill enemies in front of you, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Charge (4))
7) 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).)
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:
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.))
Copy Saver (Reduces the cost of Copy Ability by 25%.)
Inventory:
11 Pure stone
1 Tempest rune
1 Night rune
1 Calm card
1 Trouble chime
3 Pure gem
2 Bolt glyph
1 Zephyr card
2 Venom rune
1 Chakra gem
1 Curse rune
1 Heal gem
2 Frost glyph
2 Pain glyph
1 Peace offering
1 Flame glyph
1 Heart glyph
1 Blizzard rune
3 Chakra stone
2 Heal stone
Current Credits: 2251
Codex Daemonium Completion
Shared Codex : 113 / 135 (83% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 3 0 0 6* 1
Impact 2* 0 0 6* 1
Pierce 0 0 0 5* 2
Fire 0 0 2 5* 0
Ice 0 0 2 3* 2
Electricity 1 0 3 3* 1
Body 2 0 2 4* 1
Mind 1 0 1 5* 1
Light 3 1 3 1 2*
Dark 1 0 3* 3 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Holy Raicho
Level: 9
MaxHP: 44
MaxSP: 100
Strength: 6
Magic : 20
Vitality: 6
Agility : 31
Cunning : 32
Resist: Electricity Light
Weak : Slash Impact Pierce Body Mind
Abilities Known:
1) Shocking Touch (Type: Electricity, 5 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
3) Poison Touch (Type: Body, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
4) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
5) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
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) 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%.)
8) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
Name : Vile Kasha
Level: 10
MaxHP: 53
MaxSP: 100
Strength: 11
Magic : 24
Vitality: 14
Agility : 21
Cunning : 30
Resist: Fire Body 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) Hinder (Type: Debuff, 15 SP. 85% chance to reduce evasion by 20%.)
5) Corrupt (Type: Body, 15 SP. 85% chance to inflict Infection, which prevents most HP and SP recovery.)
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) 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) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
Name : Headless
Level: 9
MaxHP: 78
MaxSP: 100
Strength: 23
Magic : 7
Vitality: 39
Agility : 13
Cunning : 13
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) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
8) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
Name : Vikhor
Level: 10
MaxHP: 51
MaxSP: 100
Strength: 16
Magic : 16
Vitality: 16
Agility : 32
Cunning : 20
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, 15 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) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
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.)
Name : Blessed Angel
Level: 12
MaxHP: 64
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, 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) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
6) Might (Type: Buff, 10 SP. Improves offense by 25%.)
7) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
8) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
Name : Friar Rush
Level: 10
MaxHP: 60
MaxSP: 100
Strength: 16
Magic : 20
Vitality: 28
Agility : 12
Cunning : 24
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.))
7) 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.)
8) ------------