Yeah, my reason for not replacing my demons was mostly that. I could've recruited a Unicorn, but it didn't have that much more Magic than my Angel. There also was a problem that recruiting newer demons would cause weaknesses complications with Fire or Light. I kept my Akateko for it's speed. By the time I had a good supply of Credits, I didn't encounter Raijus anymore.
Eye of the Dragon, Ice/Debuff this time. I'm planning to stack Chill, ACC down and EVD up.
By Arcadia, I copied Headwind, Dash and Tormentor to myself. I also got Socking Stab and Flash Shock from corpses. Not sure if I'm gonna keep them. I probably won't get too much from a full Breath set, but it might be worth getting Dragon Soul if possible. Alternatively, I could get more Ice support, or Fade. I also fused a Lifegiver Gandayah, who got Flash Heal and Uncurse.
I also gave it Healing Charm. I also got Zaltys, Malingee, Goblin, Echeneis and Jain Shi. I ran into a Wraith at Tower 3. It didn't give much much trouble other than lowering my MaxHP a bit.
In Arcadia, I find a Satyr and recruit him for his Distract and Alert. I replace Malingee with him. I also give Alert to Jian Shi do I could buff faster. Than I find a pack of Zars and decide to replace my Goblin with one for Calm and Yellow Whisper. After a few problematic fights, I find Actaeon. Recruiting him would really mess with my weaknesses, I'm not sure if I could recruit Artemis – 1 of my demons and I use Ice attacks mainly, and I only have a single Light attacks to hit his weakness. I still decide to do his link – his abilities could be useful and, depending on the situation, I could be in a good enough condition to get Artemis. During the link I noticed what might be yet another bug – my Ice Breath ever triggers Tormentor only once. Me hitting 2-3 Hounds with debuffs on them outputted this:
You exhale an arctic blast.
You freeze the hound.
You kill the hound!!
You freeze the hound. (x2)
The hound starts shivering! (x2)
The hound stumbles. (x2)
You feel refreshed.
The refreshment only happened once at the end. And hitting 2 Hound with debuffs with Avalanche:
You hammer the hound. (x3)
You freeze the hound. You feel refreshed.
You freeze the hound. (x2) You feel refreshed.
It refreshes twice. This seems weird to me. Also, I think single target Hybrid attacks trigger Tormentor twice, while Avalanche once per target. I don't know what of this is intended and what is not. That limitation on a Hybrid like Avalanche seems reasonable. I decided to recruit Artemis – all of my attackes were right next to Actaeon, and all of us had plenty HP. Actaeons Agility and Evasion, as well as the EVD up buff that got placed on him during his part of the link, gave me some annoyance.
I eventually decided to throw a low power Ice Breath just to chill him and have attacks miss less often. I deleted Echeneis because most of my other demons had more important skills and it also didn't give me more elements to attack with. I decide to give Artemis Bloodthirst and Alert – I want to be able to rely on Jian Shi, who has 3 weaknesses, less. At the end I find a Relic Wraith. Kill him after a fair amount of trouble and recruit his Dryad, replacing my Jiang Shi. She also has 3 weaknesses, but I think those will be less troublesome – none of them are Electricity, for example. I give my Zar Leech Bite and Bloodthirst. Zaltys dies during the cleanup of Wraith's demons.
Recruit Headless at Tower 4. Also get Quick Dismiss here.
I decide to give Dryad Shocking Bite and Flash Shock – she has high Magic and Agility, so I think it should work well on her. Especially if I find another Tormentor for her. I also end up wasting a bunch of Credits in negotiation, not noticing that this will not allow me to get the ability I wanted.
Rush's Sanctum is next. Usually I play to Anomally in the first update for a character, but it ended up a longer update this time.
- 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 1966,
is currently at Tower:4,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 5
MaxHP: 54
MaxSP: 100
Strength: 14
Magic : 17
Vitality: 16
Agility : 16
Cunning : 12
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) 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))
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
3 Pure gem
3 Pure stone
1 Calm card
1 Heal gem
2 Bronze offering
1 Gold offering
2 Heal stone
1 Magic map
Current Credits: 545
Codex Daemonium Completion
Shared Codex : 114 / 135 (84% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 2 0 0 6* 1
Impact 2* 0 0 6* 1
Pierce 4* 0 0 6* 1
Fire 0 0 0 4 3*
Ice 1* 0 2* 4 1
Electricity 2* 0 2 4* 1
Body 0 0 3 3* 1
Mind 2 0 1 5* 1
Light 1 0 2 3* 2
Dark 0 0 2 4* 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Lifegiver Gandayah
Level: 5
MaxHP: 54
MaxSP: 125
Strength: 12
Magic : 22
Vitality: 25
Agility : 8
Cunning : 8
Resist: Electricity
Weak : Fire
Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
5) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
6) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
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Name : Satyr
Level: 6
MaxHP: 47
MaxSP: 100
Strength: 20
Magic : 8
Vitality: 16
Agility : 20
Cunning : 16
Resist: Body
Weak : Ice Mind
Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Distract (Type: Debuff, 15 SP. 85% chance to reduce accuracy by 20%.)
4) Mind Blank (Type: Mind, 10 SP. Four 40% chances to delay the next turn of the target.)
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Name : Zar
Level: 4
MaxHP: 36
MaxSP: 100
Strength: 11
Magic : 14
Vitality: 11
Agility : 17
Cunning : 17
Resist: Mind Dark
Weak : Light
Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) 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))
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) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
6) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
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Name : Artemis
Level: 5
MaxHP: 44
MaxSP: 100
Strength: 18
Magic : 7
Vitality: 10
Agility : 25
Cunning : 15
Resist: Body Light Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Sure Shot (Type: Pierce, 25 SP. 70 Power attack. Cannot miss.)
2) Arc Needle (Type: Pierce, 15 SP. 70 Power attack. Half normal accuracy.)
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
4) 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.)
5) 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).)
6) Expose (Type: Debuff, 15 SP. 85% chance to reduce defense by 20%.)
7) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
8) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
Name : Dryad
Level: 6
MaxHP: 46
MaxSP: 100
Strength: 8
Magic : 21
Vitality: 16
Agility : 19
Cunning : 16
Resist: Electricity Light
Weak : Fire Body 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) Shocking Bite (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.)
6) 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))
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Name : Headless
Level: 4
MaxHP: 57
MaxSP: 100
Strength: 17
Magic : 5
Vitality: 29
Agility : 10
Cunning : 9
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))
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