Tower 6: I link with a Chinidi so I can give Artemis Blood Rot. Removed Expose. Then I find a Wraith. At the beginning, it wastes most of it's turns using Healing Charm. With 6 Magic. I decide to stay out of melee range early in the fight because of his Veil... but 2 of the are magical. And Poison Veil with 7 Cunning. His Protect and a lot of healing demons drag the battle out. Then I suddenly get Ignited and Poisoned++ and lose some MaxHP as the result. Eventually I kill him, and his demons too, since I didn't think that any of them were worthwhile.
Tower 7: Run into Easg Sains and Scapegoats. It actually manages to reduce me to Preservation mode. I found a Ghouls/Lilims group and linked with a Ghoul. Turned out that this was the last group on the floor. I run to the closest corpse and, thankfully, it's a demon group. It gave me some trouble with it's Cursed Centaur and another Ghoul, but I recruit the Ghoul and beat the demons. Fused Headless to Ghoul to free up space. Copied Leadership and Daring Cut to Gremlin, and Diehard to Ghoul. Ghoul got Daring Cut and Rablerouser from the fusion, so no new ability access. Part of the reason for that fusion is that I was trying to make more powerful Wraiths out of my character, and I have to limit the amount of Uniques for that. Then I find a Wraith. Status effect Hand of the Dead, to be specific. And it has a Fetch. Thankfully it wastes all it's SP using Expose. The Wraith causes some trouble with it's status effects, but my healers are mostly keeping up with it. And then I get overwhelmed and my Ghoul dies trough Diehard. I decide to run in the end.
Tower 8: I gather enough credits for a Restore. Find Midochanin. Decide to not recruit him – I probably would have a hard time fitting him into my party. His Ogres were Profane, with Spoil Touch and Cull. Thankfully, I manage to evade most of the nasty attacks. Then a group of Alas and Flying Heads, most of them Vile, manage to reduce me to Preservation again. Their high damage output is very dangerous with Infection. Doesn't help that their attacks go through my Evasion oriented build. Find a Wraith during the clean up. Causes a bit of trouble with Uncurse, buffs and high damage demons, but I beat it without loses. I recruit a Dipsas from him, replacing my Gremlin. Give him Yellow Whisper and Leadership.
Tower 9: After a few easy fights (I did lose a few MaxHP to Akateko), I run into another Alas and Flying Heads group, this one Holy with Emit Lumin and Humble. I had to retreat to recover twice, I almost lost more MaxHP to Preservation and a several of my demons got almost killed. After a fight with more Scapegoats and Easg Saints, I find Turdak. He resists most of my party's attacks, so I didn't think I would be able to recruit him. Another problem I might want to fix, although it's rare that a demon resists Pierce and not other Physical. My Dipsas dies in the fight. I also lose a few MaxHP to Preservation. Infection definetly became much more oppressive after the buff. Especially when it gets reinflicted before you have the chance to get healed. That temporary immunity from Status effect recovery skills would be REALLY welcome. I finally kill them all. I'm going to go into Anzu's Sanctum before checking corpses. Don't want to potentially fight a Wraith with an incomplete party.
Speaking of status effect recovery moves: they can fulfill the request for healing magic because of getting hurt in negotiations, even though they don't recover HP. I'm guessing that's because they're clasified as Healing moves. Is that supposed to hapen?
My most recent Wraith got encountered by someone. Didn't get a kill.
Question: can Stromward Block Shocking Stab? It hits with Electricity, but it's a Pierce skill.
Also, I think that SPD up/down shows the speed change in the stats screen, but Chill doesn't. Why is that so?
- Code: Select all
Summoner Saler...
was chosen by the Eye of the Dragon,
selected Ice and Debuff as their starting elements,
has earned a score of 10627,
is currently at Tower:9,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 13
MaxHP: 81
MaxSP: 100
Strength: 23
Magic : 23
Vitality: 20
Agility : 31
Cunning : 18
Resist: Ice
Weak : Fire
Abilities Known:
1) Avalanche (Type: Impact, 25 SP. 85 Power attack split between Impact and Ice. Chills the targets, 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) Rattling Cry (Type: Debuff, 15 SP. 85% chance to briefly reduce accuracy by 20% for enemies. Cooldown: Presence (3))
4) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) 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))
7) Shocking Stab (Type: Pierce, 5 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
8) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind 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.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Inventory:
1 Heart glyph
1 Pain glyph
1 Frost glyph
5 Pure gem
4 Pure stone
2 Bronze offering
1 Gold offering
1 Magic map
4 Chakra stone
1 Flame glyph
3 Heal stone
1 Bolt glyph
4 Heal gem
Current Credits: 1775
Codex Daemonium Completion
Shared Codex : 114 / 135 (84% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 1 0 0 5* 1
Impact 1* 0 0 5* 1
Pierce 3* 0 0 5* 1
Fire 0 0 1 2 3*
Ice 1* 0 2* 4 0
Electricity 1 0 1 4* 1
Body 1 1 3 1* 1
Mind 0 0 2 4* 0
Light 1 0 2 2* 2
Dark 0 0 1 3* 2
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Artemis
Level: 12
MaxHP: 66
MaxSP: 100
Strength: 26
Magic : 11
Vitality: 15
Agility : 36
Cunning : 22
Resist: Body Light Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Arc Needle (Type: Pierce, 15 SP. 70 Power attack. Half normal accuracy.)
2) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
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) 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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
6) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
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) 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%.)
Name : Nero
Level: 11
MaxHP: 65
MaxSP: 125
Strength: 17
Magic : 30
Vitality: 30
Agility : 16
Cunning : 12
Resist: Fire Ice
Weak : Body Light Dark
Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 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) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
7) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
8) ------------
Name : Vile Dryad
Level: 12
MaxHP: 64
MaxSP: 100
Strength: 9
Magic : 34
Vitality: 18
Agility : 21
Cunning : 28
Resist: Electricity Body Light
Weak : Fire Dark
Abilities Known:
1) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
2) Quiet Prayer (Type: None, 0 SP. Reduces Light and Dark cooldowns by 1 turn. 25% chance of an extra, random benefit as well.)
3) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
4) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
5) Flash Shock (Type: Electricity, 10 SP. 40 Power attack. Has a 20% chance to inflict Shock, causing the target to miss their next turn. Free action. Cooldown: Cantrip (3))
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Leech Touch (Type: Body, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt.)
8) Siphon Touch (Type: Body, 0 SP. Drains the target's SP by 15%, restoring your own SP by 66% of the amount drained.)
Name : Blessed Ruhin
Level: 12
MaxHP: 67
MaxSP: 100
Strength: 8
Magic : 17
Vitality: 22
Agility : 29
Cunning : 34
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) Expose (Type: Debuff, 15 SP. 85% chance to reduce defense by 20%.)
Name : Maj. Ghoul
Level: 10
MaxHP: 64
MaxSP: 100
Strength: 26
Magic : 6
Vitality: 21
Agility : 29
Cunning : 18
Resist: Body Mind
Weak : Fire Light
Abilities Known:
1) Numbing Bite (Type: Pierce, 15 SP. 70 Power attack. Has a 50% 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 25% 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) 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) 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) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
8) ------------