Tower 9: I encounter more Dipsases, but now realize that I won't have enough credits. So I kill them. Some Cynocephaluses and Atuas, I find Midochanin. I think AoE Impact + a status effect attack other than Brain Shaker exist, so, is it on purpose that it's the only one available through his modifier? He also has Sleep access... Anyway, I decide to take out his Ogres, then Link with him, recruiting him without too many problems. I delete Artemis, but not before giving Turdak Bloodlust and Midochanin Blood Rot, Flesh Rot and Venomous. I also Recycle for 2000+. He has low Cunning, but them being Passives and Mighty Roar will probably make up for it. I was also considering giving Turdak Second Wind, seeing how he has Breath cooldowns. Then I run into a group of Flying Heads and Alas. They actually go down easily because Ccoa and Raiju draw a lot of Discharges. I find a cropse encounter that gives me a fair amount of trouble. Chachapuma tanked, Atua and Toufei dealt damage and prevented me from fighting back effectively. I recruit the Toufei, giving him Vigorous, Flash Heal (realized too late about double Cantrips ), Discharge and Stormwalk. Ccoa gets Recycled for about 2400.
Tower 10: I find an Alas and Atuas group. After a fairly herd fight (I got Poisoned+ and Paniced while in melee) I link with an Atua to fuse a Profane Toufei. Replace Winterkill with Bane. It did lower it's offense, but it's better than having 2 Cantrips, I think. I soon reach Level 15 and get Fusion Saver. I find a Hob and use it to fuse a Lifegiver Angel. Lower base Level, I know, but I didn't think I had the credits to copy every skill I wanted to keep. I decide to trade Angel's Mien for Draw Wounds (Cantrip mistakes again! ). The rest, including corpse clean up, goes mostly uneventfully.
Tower 11: I run into a group of Angels of Scapegoats, lead by a Zagh. It gave me quite a bit of trouble. I run into a Ghouls/Mummies group and it drains a good bit of Maj. Ghouls MaxHP. And then I find Lioth. He gives me less trouble than I expected, although he healed a lot of damage and made the fight go into a stalemate. Didn't get any demons out of him thanks to Consume. I get attacked by a group of Light demons lead by Shisas, one Lethal, before fully recovering. Thankfully, it doesn't give me too much trouble. I decide to replace Raiju's Elecropulse with Vigorous at this point. I find a Mummy on a corpse, but it's killed before I could recruit it. I also find a Level 16 Angel and Recruit, then Recycle it for 1900. I link with Gandayah and Toufei, former for a ~1000 Recycle, later to fuse a Frigid Raiju, who get Frost Dart and Frozen Heart, replacing Pounce and Electrocute. Might've mess up his AI a bit.
Tower 12: Most of the floor goes smoothly, and then I run into Reprobus and CO. He and Mordecai end up focusing on Angel and killing her. After Recovering Angel, I rest and attempt to recruit Reprobus. And I succeed! Mordecai sends several demons to critical HP (in 1-2 attacks each) and I use up most of my time, but I manage it. I guess the trick is to deal damage quickly enough so that he doesn't get the chance to do the same. I get Crippler from Mordecai. I had to delete Midochanin without even copying any of his skills. Thanks a lot, Mordecai... Except for a few Bmolas, the rest of the level goes by uneventfully.
This is already getting pretty long, so finishing the post here.
- Code: Select all
Summoner Saler...
was chosen by the Hand of the Dead,
selected Slash and Dark as their starting elements,
has earned a score of 17709,
is currently at Tower:13,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 17
MaxHP: 102
MaxSP: 100
Strength: 35
Magic : 4
Vitality: 34
Agility : 27
Cunning : 35
Resist: Dark
Weak : Light
Abilities Known:
1) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
2) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)
3) 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))
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) 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%.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which prevents most HP and SP recovery.)
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%.)
Relic Upgrades:
Consume (Delete Demon now restores your HP and SP based on the number of levels the demon has gained (more levels = stronger effect).)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
Inventory:
9 Pure stone
2 Wind card
2 Frost glyph
2 Pure gem
5 Chakra gem
6 Heal gem
1 Peace offering
1 Flame glyph
2 Heart glyph
1 Curse rune
4 Zephyr card
1 Gold offering
1 Green essence
4 Heal stone
1 Venom rune
1 Silver offering
1 Mirror chime
1 Chakra stone
1 Bronze offering
1 Pain glyph
1 Ghost chime
Current Credits: 3274
Codex Daemonium Completion
Shared Codex : 114 / 135 (84% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 3* 0 1 6* 0
Impact 0 0 1 6* 0
Pierce 2 0 1 6* 0
Fire 1 0 3 2* 2
Ice 2 1 2 4* 0
Electricity 1 1 2 3* 1
Body 0 1 1 4* 1
Mind 0 1 1 3* 2
Light 2 2 0 2 3*
Dark 2* 1 2* 3 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Frigid Raiju
Level: 21
MaxHP: 74
MaxSP: 100
Strength: 15
Magic : 53
Vitality: 21
Agility : 41
Cunning : 25
Immune: Electricity
Resist: Fire Ice
Weak : Mind
Abilities Known:
1) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
2) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
3) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
4) Might (Type: Buff, 10 SP. Improves offense by 25%.)
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) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
8) Frozen Heart (Type: Ice, Passive. Reduces the SP cost of Ice abilities by 5 if you used an Ice ability last turn.)
Name : Maj. Ghoul
Level: 14
MaxHP: 77
MaxSP: 100
Strength: 32
Magic : 7
Vitality: 25
Agility : 35
Cunning : 21
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
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) Absolving Cut (Type: Slash, 20 SP. 70 Power attack. Removes Guilt, Mute, Pariah, or Hex from you or a nearby ally.)
7) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
8) Might (Type: Buff, 10 SP. Improves offense by 25%.)
Name : Chthonic Turdak
Level: 17
MaxHP: 79
MaxSP: 100
Strength: 29
Magic : 13
Vitality: 41
Agility : 28
Cunning : 24
Immune: Body Dark
Resist: Slash Impact Pierce Ice
Weak : Fire 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) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
3) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Numbing (Type: Body, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Paralysis, causing the target to frequently miss their turns.)
6) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) 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.)
Name : Profane Tuofei
Level: 15
MaxHP: 66
MaxSP: 100
Strength: 12
Magic : 43
Vitality: 16
Agility : 30
Cunning : 24
Immune: Ice
Resist: Fire Electricity Dark
Weak : Body Mind
Abilities Known:
1) 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.)
2) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)
3) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
4) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
5) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Discharge (Type: Electricity, 10 SP. Targets a random enemy. 70 Power attack. Has a 20% chance to inflict Shock, causing the target to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
7) 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))
8) Bane (Type: Dark, 25 SP. Only affects enemies weak to Dark. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Dark (4))
Name : Lifegiver Angel
Level: 15
MaxHP: 77
MaxSP: 100
Strength: 16
Magic : 41
Vitality: 32
Agility : 20
Cunning : 16
Immune: Light
Resist: Fire Electricity
Weak : Dark
Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
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) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
6) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
Name : Reprobus
Level: 18
MaxHP: 95
MaxSP: 100
Strength: 48
Magic : 22
Vitality: 28
Agility : 25
Cunning : 17
Immune: Mind Light
Weak : Electricity
Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Impaling Thrust (Type: Pierce, 25 SP. 85 Power attack, enemies only.)
3) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
4) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
5) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
6) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
7) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, and reactions).)
8) ------------