That's some sleep there. Not as bad as being asleep, burning in two different ways, berserk, confused, melting, bleeding heavily, distracted, frozen and flying backwards from a powerful attack, I guess (Yes, there's a game where that is possible . Makes more sense to me becouse attacking also doesn't remove sleep there).
I made a Hand of the Dead (Slash/Dark) character.
And he died on Tower 2 to Hou Shu. Being on fire = bad.
Second character cleared West Hideout (That's how Tower 1 ½ refered to in the files, I think) and Ccoa's Sanctum. I probably could've recruited Ccoa, but I didn't want to deal with it and charged Zars at the same time.
Besides getting into 2 fights at once in West Hideout, a bad Ukobah fight where I didn't avoid their line of fire to well or some Aeras fights in the Sanctum I didn't have much dificulty yet.
I also had AI not being cooperative and attack non-link targets. Twice. One time caused the link to fail.
Sometimes I would recruit demons just to delete them and get some CP.
Recruited Headless.
Fused a Cursed Goblin with Hinder, Weaken and Piercing Cry and a Lifegiver Faerie with Cleanse, Calm, Absolve, Healing Charm and Soothe, so I have many debuffs, status removal and good healing.
Probably going to fuse Easg Saint and Echeneis in some way next.
- 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 1914,
is currently at Tower:5,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 5
MaxHP: 60
MaxSP: 100
Strength: 19
Magic : 4
Vitality: 22
Agility : 11
Cunning : 19
Resist: Dark
Weak : Light
Abilities Known:
1) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
2) Terrifying (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Panic, causing the target's actions to sometimes be randomized.)
3) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
4) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
5) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) 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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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 (Makes Dismiss a free action with a 1 turn cooldown.)
Inventory:
1 Silver offering
1 Pain glyph
3 Heal stone
1 Chakra gem
1 Heal gem
1 Night rune
1 Pure gem
1 Peace offering
3 Pure stone
1 Zephyr card
1 Heart glyph
Current Credits: 435
Codex Daemonium Completion
Shared Codex : 24 / 114 (21% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
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Slash 2* 0 0 6* 0
Impact 0 0 0 6* 0
Pierce 0 0 0 6* 0
Fire 0 0 1 5* 0
Ice 1 0 2 4* 0
Electricity 0 0 0 4* 2
Body 0 0 1 3* 2
Mind 0 0 1 4* 1
Light 1 1 0 3 2*
Dark 1* 0 1* 4 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Cursed Goblin
Level: 5
MaxHP: 46
MaxSP: 100
Strength: 11
Magic : 8
Vitality: 10
Agility : 15
Cunning : 31
Resist: Fire
Weak : Mind
Abilities Known:
1) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
2) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
6) Weaken (Type: Debuff, 15 SP. 70% chance to reduce offense by 20%.)
7) Piercing Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (4))
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Name : Echeneis
Level: 5
MaxHP: 48
MaxSP: 100
Strength: 12
Magic : 17
Vitality: 21
Agility : 15
Cunning : 10
Resist: Ice
Weak : Electricity
Abilities Known:
1) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
3) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
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Name : Headless
Level: 5
MaxHP: 65
MaxSP: 100
Strength: 18
Magic : 6
Vitality: 31
Agility : 10
Cunning : 10
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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Name : Lifegiver Faerie
Level: 4
MaxHP: 44
MaxSP: 125
Strength: 4
Magic : 22
Vitality: 12
Agility : 18
Cunning : 14
Resist: Mind
Weak : Body
Abilities Known:
1) Lucky Charm (Type: Healing, 10 SP. Resets Luck cooldown. 25% chance of an extra, random benefit as well.)
2) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
3) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
4) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
Name : Easg saint
Level: 4
MaxHP: 38
MaxSP: 100
Strength: 7
Magic : 21
Vitality: 8
Agility : 20
Cunning : 14
Immune: Light
Weak : Body Dark
Abilities Known:
1) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
2) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
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