My characters and YASDs

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Re: My characters and YASDs

Postby Saler » Sun Dec 24, 2017 3:06 pm

Turdak's Sanctum: I find Turdak immediately. Decide to retreat and decide whether to recruit him or not later. I clear out the Flying Heads, Acheris, Ghouls, Jiang Shi and Pretas this floor had to offer without too much trouble, then deal with Turdak. I take out his Acheris, then make him Cthonic. He got Last Defense and Mightbreaker. I have problems with both Light and Fire Weaknesses now, but he is surprisingly sturdy and resists all Physical. :) I encounter a Wraith – ZAP. Insane Magic, High Cunning, near 100% Bolt Call, Galvanize, Bolt Chain. It's demons are nothing extraordinary, but they are well build. He's also an Orb of Power Wraith in melee with me. :lol: I kill him quickly, not wanting to deal with it's Bolt Call. It's demons prove to be dangerous, but I deal with them. I recruit it's Faerie and Goblin to Recycle them for ~1000 credits each. I also get Calm on Turdak in proccess. I hope that wasn't a mistake. I attempt to do the same with Ogre, put I fail it's link. I also recruit it's Angel, Recycling my Gandayah for ~1000 more credits. Angel gets Healing Charm, Lifeweaver, Cleanse, Flash Heal and Vigorous. Back in Tower 8: corpse encounter, with a Chindi worth about 1400 credits and a Scapegoat worth about 1700. I wanted to recruit a Dipsas, but it got killed without me noticing.
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 :x ), 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! :x ). 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. :x 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... :x 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) ------------
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs

Postby Ferret » Tue Dec 26, 2017 4:39 pm

Apologies for the slightly longer delay on replying, was busy with some Christmasy things yesterday.

Hmph. :P Is that all demons are to you now? :D Piggy banks to break open with Recycle? :D I wonder how you guys're gonna survive when I finally remodel Upgrades. :D

Re: Miod. Yeah, Miod's list not including all of the AE Impact + Mind attacks is correct. I won't pretend there's an elaborate reasoning for why he doesn't get all of them other than it didn't seem right when I made the list. :) He *is* pretty early game, for the record.

Congrats on pulling off a number of difficult recruitments, including Reprobus. :D Thanks for the report, and good luck with the second half of the game.
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: My characters and YASDs

Postby Saler » Tue Dec 26, 2017 7:11 pm

I have a feeling that Recycle is going to remain a popular Upgrade for a while. :)
Maybe the best way to balance Recycle is to put a cap on the credit gain?
It was just kinda bothering me how Midochanin has Physical Sleep Pasives but not Sleep AoE.
Tower 13: After a few normal encounters (and getting some MaxHP removed from Ghoul again) I find Pele. The only passage to the rest of the floor was behind her, so I started her link, even though I wasn't sure about my credits situation. Didn't have to worry about it – I got a free slot from Turdak dying when I decided to betray Pele. :x Lesson learned the hard way – when fighting a Heroic Unique, do not have demon who can have elemental weaknesses hit. :roll: It was the last encounter. Find an Easg Saint in a corpse and Recycle him for ~1400. After another corpse encounter with nothing interesting in it, I copy Lifeweaver and Mending to Kamapua'a and Cleanse to Toufei.
Tower 14: I link with a Shisa. After taking out it's group, I run into Ninkasi. I kill the Ogre and Oni, completing the link. I was somehow able to make 3 summons in the row before any enemies got a turn. Maybe a bug :?: Something to do with summoning immediately after completing a Heroic link :?: Or is it a feature I wasn't aware of :?: Anyway, after taking out her escorts, I link with her and recruit her also. I give Shisa Night, Protect, Bloodthirst and Rabblerouser and fuse to make it Maj. It gets Calming and Inspiring Cuts. The rest of the encounters were relatively uneventful.
Baphomet's Sanctum: After fighting Archangels, Mananangals, Shisas, Aitawars and probably others, I find Baphomet, the last encounter. I recruit him, sacrificing Toufei, giving a couple of Healing Gems, a Bronze Offering a a bunch of MaxHP. I gave Ninkasi Discharge and Stormwalk for safekeeping. I take a lot of damage from his Archangels, but I beat them. I find a large corpse encounter, and Ninkasi almost dies because I stopped paying attention. :( I gave Baphmet Discharge and Stormwalk.
Taking a break now because Baphomet's Sanctum was rather hard.
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 25192,
is currently at Tower:15,
and is still alive!



--==== Main Character ====--

Name : Saler
Level: 20
MaxHP: 113
MaxSP: 100

Strength: 40
Magic   : 4
Vitality: 37
Agility : 30
Cunning : 39

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:
12 Pure stone
2 Wind card
2 Frost glyph
2 Pure gem
6 Chakra gem
1 Peace offering
1 Flame glyph
2 Heart glyph
1 Curse rune
4 Zephyr card
1 Gold offering
1 Green essence
6 Heal stone
1 Venom rune
1 Silver offering
2 Mirror chime
4 Heal gem
2 Chakra stone
1 Pain glyph
1 Ghost chime
1 Bolt glyph

Current Credits: 995

Codex Daemonium Completion
Shared Codex   : 114 / 135 (84% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2*         0          0          6*         1         
Impact       1          0          0          6*         1         
Pierce       1          0          0          6*         1         
Fire         2          0          2          2*         3         
Ice          1          0          3          4*         0         
Electricity  2          1          1          4*         1         
Body         0          0          2          5*         0         
Mind         1          1          3          2*         1         
Light        1          1          2          3          1*         
Dark         1*         1          2*         4          0         

n : Number of party members counted.
* : Denotes the main character is included.



--==== Current Party ====--

Name : Frigid Raiju
Level: 23
MaxHP: 78
MaxSP: 100

Strength: 16
Magic   : 56
Vitality: 22
Agility : 44
Cunning : 27

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 : Reprobus
Level: 21
MaxHP: 105
MaxSP: 100

Strength: 53
Magic   : 25
Vitality: 31
Agility : 28
Cunning : 18

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) ------------


Name : Kamapua'a
Level: 21
MaxHP: 96
MaxSP: 100

Strength: 47
Magic   : 21
Vitality: 37
Agility : 25
Cunning : 25

Resist: Ice Electricity Body
Weak  : Fire

Abilities Known:
1) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Stunning Blow (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Stun, causing the target to miss their next turn.)
3) Clobber (Type: Impact, 5 SP. 100 Power attack. Half normal accuracy.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) 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.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)


Name : Maj. Shisa
Level: 18
MaxHP: 86
MaxSP: 100

Strength: 38
Magic   : 25
Vitality: 32
Agility : 32
Cunning : 13

Resist: Mind Light Dark
Weak  : Fire

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) Cursebreak Cut (Type: Slash, 20 SP. 70 Power attack. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down from you or a nearby ally.)
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) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
5) Calming Cut (Type: Slash, 20 SP. 70 Power attack. Removes Stun, Panic, Sleep, or Charm from you or a nearby ally.)
6) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
7) Might (Type: Buff, 10 SP. Improves offense by 25%.)
8) 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.)


Name : Ninkasi
Level: 22
MaxHP: 87
MaxSP: 100

Strength: 18
Magic   : 31
Vitality: 31
Agility : 40
Cunning : 40

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (4))
4) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
7) 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.)
8) 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))


Name : Baphomet
Level: 22
MaxHP: 93
MaxSP: 100

Strength: 12
Magic   : 59
Vitality: 25
Agility : 19
Cunning : 45

Immune: Dark
Resist: Fire Mind Light
Weak  : Slash Impact Pierce

Abilities Known:
1) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
2) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
3) Pyre Rite (Type: Fire, 10 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for allies.)
4) Inspire (Type: Buff, 20 SP. Cannot target a Shocked, Stunned, or Sleeping character. Gives the target an extra turn immediately.)
5) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
6) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
7) 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.)
8) 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))
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs

Postby Saler » Thu Dec 28, 2017 9:52 am

Another lesson learned the hard way – if you feel you're getting stressed out, TAKE A BREAK. Stress can cause you to make mistakes and die like I did. Also, make a sure you know all the demons of the group you're negotiating. And Shogoths can demand to sacrifice allies.
Tower 15: Exploring the floor, I soon find Breska. Soul Armor that seems to be Mind Bender Ehlose. Seems his demons had a lot of survival and healing abilities. I take 2 bad hits while at 1 hp, lowering my MaxHP to 69. I use 3 items and lose Shisa and Reprobus and I STILL don't kill him! :x In retrospect, I should've taken a break here. But I didn't. :roll: After retreating, I find a Ben nefilin and recruit it. I also recruit an Easg saint (I didn't realize that it wouldn't be level scaled because I was still under stress from Breska), planning to Recycle him. I give Baphomet Ever Ready and Body Lock. Afterwards, I find a big group of Yalis and eventually link with one of them. I recruit it, but lose Baphomet in process to Yali dealing way more damage than I expected. :x I leave the level after that, leaving a small amount of credits behind thanks to Breska.
Tower 16: I find a Mananangals, Shikiganis and Shogoths group. The fight goes badly when I try to finish of a Shikigami and instead get surrounded. After taking them out, I find a Demases and Shikigamis group, and, after a lot of moving around, link with and recruit Demas. Also, apparently Ben nefilin attacked something without giving me it's location. And after THAT fight, I get attacked again before me fully resting. And then AGAIN! Seriously! That one causes MaxHP damage! :x By the end of the level I could Restore Shisa, but decided not to for the sake of doing something different. I give Ben nefilin Discharge, Stormwalk, Alluring Gaze and Ever Ready.
Tower 17: I immediately get scared of by some Rulers. Then I find a Scarab with some Jinns, which mess me up with Disable Mind. I try to recruit Scarab, but he gets out of the corner and runs into another demon group, so I have to run away. That group turns out to be Jinns and Vishaps, all Mindbender with Alluring gaze and Dazzling Glare. I decide to link with a Jinn in attempt to take some pressure of me. I kill that group, encounter the Ruler group and kill it to. I recruit Jinn in process and fuse Brewmaster Ben nefilin. He gains Guarding Cry. I did use up quite a few items. I manage to summon 2 demons without enemies getting a turn this time. Then Jinn dies to Onis. This was getting tiring. And then I try to recruit a Lethal Shogoth, not knowing it had Ben nefinin next to it, and die because I mess up negotiations and get repeatedly Stunned and Paralyzed as I try to put some distance because I chose to both get closer and dismiss demons in negotiations. I didn't think it would be the kind of negotiations where you should be ready to sacrifice allies. I was used to shogothes just draining HP and MaxHP. Being very stressed by all the demon deaths didn't help.
This was a very disappointing end to a run.
And my Wraith probably won't even be that strong. :(
Oh well. At least now I know. :)
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 31150,
is currently at Tower:17,
and is quite dead!



--==== Main Character ====--

Name : Saler
Level: 22
MaxHP: 125
MaxSP: 100

Strength: 43
Magic   : 9
Vitality: 44
Agility : 32
Cunning : 42

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:
12 Pure stone
1 Wind card
3 Frost glyph
2 Pure gem
5 Chakra gem
1 Peace offering
1 Flame glyph
3 Heart glyph
1 Curse rune
4 Zephyr card
1 Gold offering
6 Heal stone
1 Venom rune
1 Silver offering
2 Mirror chime
3 Heal gem
3 Chakra stone
1 Pain glyph
1 Ghost chime
1 Bolt glyph
1 Blizzard rune

Current Credits: 1663

Codex Daemonium Completion
Shared Codex   : 115 / 135 (85% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2*         0          1          5*         0         
Impact       1          0          0          6*         0         
Pierce       0          0          0          6*         0         
Fire         1          1          1          3*         1         
Ice          1          0          2          3*         1         
Electricity  1          1          2          2*         1         
Body         1          0          3          3*         0         
Mind         1          0          1          4*         1         
Light        1          1          0          3          2*         
Dark         1*         0          2*         3          1         

n : Number of party members counted.
* : Denotes the main character is included.



--==== Current Party ====--

Name : Frigid Raiju
Level: 24
MaxHP: 81
MaxSP: 100

Strength: 16
Magic   : 58
Vitality: 23
Agility : 46
Cunning : 27

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 : Kamapua'a
Level: 23
MaxHP: 103
MaxSP: 100

Strength: 50
Magic   : 23
Vitality: 40
Agility : 26
Cunning : 26

Resist: Ice Electricity Body
Weak  : Fire

Abilities Known:
1) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Stunning Blow (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Stun, causing the target to miss their next turn.)
3) Clobber (Type: Impact, 5 SP. 100 Power attack. Half normal accuracy.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) 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.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)


Name : Brewmaster Ben nefilin
Level: 21
MaxHP: 89
MaxSP: 100

Strength: 20
Magic   : 42
Vitality: 30
Agility : 10
Cunning : 53

Resist: Slash Body Mind Dark
Weak  : Electricity Light

Abilities Known:
1) Mind Blast (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss.)
2) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
3) Body Lock (Type: Body, 30 SP. 70% chance to cause Paralysis, causing the target to frequently miss their turns.)
4) 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.)
5) 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))
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
8) Guarding Cry (Type: Buff, 15 SP. Briefly improves defense by 25% for you and your allies. Cooldown: Presence (3))


Name : Yali
Level: 19
MaxHP: 80
MaxSP: 100

Strength: 44
Magic   : 17
Vitality: 32
Agility : 32
Cunning : 20

Immune: Light
Resist: Body
Weak  : Dark

Abilities Known:
1) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
2) 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))
3) Hand of Light (Type: Light, Passive. Your Slash, Impact, and Pierce attacks that damage targets weak to Light also deal a 85 Power Light attack if the additional damage would be fatal to the target.)
4) Silver Hand (Type: Light, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Mute, which prevents the use of non-physical abilities.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Demas
Level: 18
MaxHP: 80
MaxSP: 100

Strength: 16
Magic   : 40
Vitality: 34
Agility : 22
Cunning : 28

Immune: Fire
Resist: Electricity
Weak  : Ice

Abilities Known:
1) Flame Orb (Type: Fire, 20 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) Pyrokinesis (Type: Fire, 10 SP. Must target an Ignited character. Only affects enemies. 40 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
4) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 turn.)
5) ------------
6) ------------
7) ------------
8) ------------



--==== Recent Messages ====--

 Your relic absorbs 214 C.
 You have spotted an enemy!
 Using Activate Link...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Nevermind then.
 Using Activate Link...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You attempt to link with the shoggoth...
 You unsummon your ben nefilin!
 You unsummon your raiju! You unsummon Kamapua'a!
 Click anywhere, or press Enter, Escape, or Space
 when you have completed review of your new
 position.
 You fail to link with the shoggoth!
 The shoggoth looks surly!
 The ben nefilin gestures at you.
 You are paralyzed!
 The ben nefilin psi-blasts you.
 You are stunned!
 The shoggoth hits you.
 You slow down!
 The shoggoth tears into you.
 The ben nefilin psi-blasts you. (x2)
 You are no longer stunned.
 Using wind card...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You are paralyzed and cannot move!
 The shoggoth bites you.
 You are poisoned!
 The shoggoth tears into you. (x2)
 The ben nefilin psi-blasts you. (x2)
 You are stunned!
 The shoggoth bites you.
 Your relic struggles to keep you alive!
 You will be poisoned longer!
 Your relic struggles to keep you alive!
 The shoggoth tears into you.
 Your relic struggles to keep you alive!
 The shoggoth tears into you.
 Your relic struggles to keep you alive!
 The ben nefilin psi-blasts you.
 Your relic struggles to keep you alive!
 The ben nefilin psi-blasts you.
 You die...



--==== Recently Slain Allies ====--

Name : Maj. Shisa
Level: 18
MaxHP: 86
MaxSP: 100

Strength: 38
Magic   : 25
Vitality: 32
Agility : 32
Cunning : 13

Resist: Mind Light Dark
Weak  : Fire

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) Cursebreak Cut (Type: Slash, 20 SP. 70 Power attack. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down from you or a nearby ally.)
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) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
5) Calming Cut (Type: Slash, 20 SP. 70 Power attack. Removes Stun, Panic, Sleep, or Charm from you or a nearby ally.)
6) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
7) Might (Type: Buff, 10 SP. Improves offense by 25%.)
8) 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.)


Name : Reprobus
Level: 21
MaxHP: 105
MaxSP: 100

Strength: 53
Magic   : 25
Vitality: 31
Agility : 28
Cunning : 18

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) ------------


Name : Baphomet
Level: 23
MaxHP: 96
MaxSP: 100

Strength: 13
Magic   : 60
Vitality: 26
Agility : 19
Cunning : 47

Immune: Dark
Resist: Fire Mind Light
Weak  : Slash Impact Pierce

Abilities Known:
1) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
2) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
3) Pyre Rite (Type: Fire, 10 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for allies.)
4) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
5) 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.)
6) 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))
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Body Lock (Type: Body, 30 SP. 70% chance to cause Paralysis, causing the target to frequently miss their turns.)


Name : Easg saint
Level: 5
MaxHP: 40
MaxSP: 100

Strength: 7
Magic   : 23
Vitality: 9
Agility : 21
Cunning : 15

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))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ninkasi
Level: 24
MaxHP: 92
MaxSP: 100

Strength: 19
Magic   : 33
Vitality: 33
Agility : 43
Cunning : 42

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
4) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
7) 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.)
8) 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))


Name : Mindbender Jinn
Level: 22
MaxHP: 91
MaxSP: 100

Strength: 20
Magic   : 44
Vitality: 26
Agility : 20
Cunning : 50

Immune: Fire Mind
Resist: Dark
Weak  : Ice Light

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fireball (Type: Fire, 25 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Disable Mind (Type: Mind, 30 SP. 40 Power attack. Has a 50% chance to inflict Sleep, preventing the target from acting for a few turns or until damaged. Cannot miss.)
4) 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.)
5) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
6) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
7) Dazzling Glare (Type: Mind, 15 SP. 50% chance to inflict Stun on enemies, causing them to miss their next turn. Cooldown: Presence (6))
8) ------------
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs

Postby Ferret » Thu Dec 28, 2017 4:17 pm

Yeah, it's definitely going to have to get reined in some way or another, but I'm waiting for the upgrade revamp to tackle it.

I don't understand what you mean about linking with Pele despite not being sure about your credits?

When a Heroic link ends, you get enough energy to take 2 full turns in a row, precisely to give you a chance to summon your allies back. :) After all, being a solo summoner, even briefly, can be an Incredibly dangerous situation, especially if the link ended in failure. You should have gotten the usual "leap into action" message and "Quick" buff text over the character, but you might miss it if a lot was going on.

I'm surprised you'd never had a Shoggoth request an ally before. :o It's one of their most common non-conditional requests!

Breska tries to emphasize healing/recovery in his ally choices, since he's a melee-oriented summoner. Granted, there is a random element to summoner generation, so sometimes this works better than others, but it is what he's trying to do.

Sounds like the middle Tower was quite the jerk this time around. It will probably get worse in the Matter build, what with the Gorgons running about turning people to Stone. :D

Sorry things got stressful there, but Tower:17 is still not a bad run. :) Thanks for the report!
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: My characters and YASDs

Postby Saler » Fri Dec 29, 2017 4:35 pm

By “Not sure about credits situation” I meant that I wasn't sure if I had enough credits to pass on good abilities from whatever demon I had to delete, as my party was full.
I started a Body/Dark Vodun Mask build with a Hou Shu starter. Early game was the normal recruiting all the demons I could. I found a Profane Faerie at Tower 2 and recruited it. It came with Emit Void and Consume Vigor. I also fight a Mind/Ice Orb of Power Wraith named Iren at Tower 2. He had basic demons and skills, but still was pretty hard. I also got Dazzling Gaze around this point. :)
I found and recruited Headless at Tower 3. Then I entered Arcadia. My party by this point: Headless, Echeneis, Hou Shu, Profane Faerie, Goblin, Freybug.
Arcadia: Early on I find a group of Ogres. Freybug dies, the rest of the party gets beat up. Later find another Freybug and fuse a Cursed Goblin. The last encounter was Actaeon. I chose to betray him for Artemis' status effects. Spoilers: I didn't get to benefit from them too much. :x Also, I think that Artemis and Kamapua'a might not mention working together in their links. I find a Mask Wraith, Healing/Pierce. It had several survival abilities in it's party, but half of it was unmodified. I kill the wraith, but lose control of the fituation. Artemis dies while I flee from freed demons. Headless tanks an insane amount of hits - I think Diehard is one of my favorite abilities now. :D I manage to put enough distance to rest, loosing a bit of MaxHP. I take the freed demons out, easily now that they are apart. Then I find a Faithful Heart Wraith named Triel, Light/Dark. Is that just me, or does Arcadia has a lot of Wraiths? It is a dangerous early game area... I decide to run away, seeing how I have 5 demons and the last Wraith fight didn't go well.
Back at Tower 3, I recruit a Jiang Shi I left behind. 2 big corpse encounters later, the level is clear.
At the beginning of Tower 4 I run into a big group of Jian Shi that gives me a lot of trouble. After that fight I finally get Quick Dismiss. :) Then I find a Pretas/Zombies group. I link with a Preta, hoping to get Infectious. Another link quirk – Preta's link doesn't say that targeting it with a harmful ability will fail the link, but, seeing how trying to will give you a warning message, it will. I finish the link and give Infectious to Headless. The last encounter was 3 Kashas with a Gandayah. I link with one, take out this group, rest and use a Trouble Chime. It pulled it Vikhor. :o Also, I think I recall you somewhere said that Raichos used to have Bolt Chain? Well, those certainly do. With Discharge. I start by completing Kasha's link as fast as I can, Blighing Raichos as soon as they got hit with Goblin's Quelling Cry, Then causing as much turn delay as I could. After Kasha was recruited, I adjust my position and Link with Vikhor. I Stun him several times and Pain Glyph as a safety measure and successfully recruit him. Then I enter Ccoa's Santctum.
Ccoa's Sanctum: Fights here were tough, but that's nothing new. Find a group of Flying Heads with a Nero. One of them was Psychic, and I decided to link with it for Dazzling Gaze on Faerie and Flash Shock on Kasha. I save Ccoa for last. I decide to recruit her, taking out Zars beforehand. I replace Kasha, passing on Weight Sin and Flash Shock. 2 big corpse encounters, the floor is clear.
Back at Tower 4 – Mupper, an Orb of Power Wraith. Buff Cold, I think. The fight goes mostly well, I had to swap out a few demons. A Cynocephalus comes out, but it was too late for Muppers at this point.
Tower 5 had a ton of Jiang Shi on it. Also had Estases and Halietiks. Some other demons too. Honestly, it was rather uneventfull.
This run is going good so far. :) I can inflict a lot of status effects quickly and follow up with Blight. It could be quicker, I guess.
Code: Select all
Summoner Saler...
was chosen by the Vodun Mask,
selected Body and Dark as their starting elements,
has earned a score of 3068,
is currently at Anomaly:1,
and is still alive!



--==== Main Character ====--

Name : Saler
Level: 7
MaxHP: 58
MaxSP: 100

Strength: 4
Magic   : 28
Vitality: 15
Agility : 4
Cunning : 34

Resist: Body
Weak  : Light

Abilities Known:
1) Envenom (Type: Body, 15 SP. 85% chance to inflict Poison, causing damage over time (can stack three times).)
2) Fetid Burst (Type: Body, 15 SP. Two 60% chances to delay the next turn of the targets.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
5) Dazzling Gaze (Type: Mind, 10 SP. 70% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (4))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) ------------
8) ------------

Relic Upgrades:
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)
Far Summon I (Increases the range of Summon by 2.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))

Inventory:
2 Heart glyph
1 Pure gem
1 Venom rune
1 Night rune
1 Peace offering
1 Bolt glyph
1 Trouble chime
1 Pure stone
1 Zephyr card

Current Credits: 2782

Codex Daemonium Completion
Shared Codex   : 115 / 135 (85% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        3          0          0          7*         0         
Impact       0          0          0          7*         0         
Pierce       0          0          0          6*         1         
Fire         0          0          2          5*         0         
Ice          2          0          3          3*         1         
Electricity  1          0          2          4*         1         
Body         1*         0          2*         3          2         
Mind         3*         0          2          4*         1         
Light        1          0          0          4          3*         
Dark         2*         0          1          6*         0         

n : Number of party members counted.
* : Denotes the main character is included.



--==== Current Party ====--

Name : Huo shu
Level: 6
MaxHP: 45
MaxSP: 100

Strength: 19
Magic   : 18
Vitality: 14
Agility : 13
Cunning : 16

Resist: Fire
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) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
6) 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))
7) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
8) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)


Name : Cursed Goblin
Level: 6
MaxHP: 49
MaxSP: 100

Strength: 11
Magic   : 9
Vitality: 11
Agility : 16
Cunning : 33

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. This is a fast action: it only takes half the time most actions do. Cooldown: Charge (8))
5) Hinder (Type: Debuff, 15 SP. 85% chance to reduce evasion by 20%.)
6) Quelling Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (3))
7) ------------
8) ------------


Name : Profane Faerie
Level: 6
MaxHP: 43
MaxSP: 100

Strength: 5
Magic   : 24
Vitality: 6
Agility : 21
Cunning : 24

Resist: Mind Dark
Weak  : Body

Abilities Known:
1) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
2) 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))
3) Emit Void (Type: Dark, 10 SP. 70 Power attack. Cannot miss. Cooldown: Dark (1))
4) Consume Vigor (Type: Dark, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power), split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP. Cooldown: Breath (6))
5) Hinder (Type: Debuff, 15 SP. 85% chance to reduce evasion by 20%.)
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
7) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
8) Dazzling Gaze (Type: Mind, 10 SP. 70% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (4))


Name : Headless
Level: 7
MaxHP: 70
MaxSP: 100

Strength: 21
Magic   : 6
Vitality: 35
Agility : 12
Cunning : 11

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) 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) ------------


Name : Vikhor
Level: 6
MaxHP: 40
MaxSP: 100

Strength: 13
Magic   : 13
Vitality: 12
Agility : 26
Cunning : 16

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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
8) ------------


Name : Ccoa
Level: 7
MaxHP: 46
MaxSP: 100

Strength: 8
Magic   : 23
Vitality: 12
Agility : 19
Cunning : 23

Resist: Ice Electricity
Weak  : Body Light

Abilities Known:
1) Hail Shot (Type: Ice, 20 SP. 70 Power attack split between Ice and Impact; both the Ice and Impact damage are based on Magic. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) 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.)
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) 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))
5) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) 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))
8) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs

Postby Saler » Sat Dec 30, 2017 3:10 pm

Anomaly 1: After a tough Fotia fight, I find a Blob. I link with him to give Headless Poison Veil and Flesh Rot. My MaxHP is 36 now. I run away to rest and then take out the Blob group. I find an Almas/Slimes group. I link with an Alma to give Hou Shu Icy Hammer instead of Chilling Touch. I wanted to link with Slime to potentially fuse a Solid demon, but it got killed to quickly. The next group is the same, and the Slime dies too soon again. There where 2 Gremlin groups left, both of which were relatively easy. Then there was a big corpse encounter where Hou Shu came close to death.
Anomaly 2: I find a group of Gi. I thought of fusing a Solid Hou Shu, but decided against it. I did give it Stone Stance, however. At this point I'm thinking of fusing a Unique modifier demon to deal with my space problem. I encounter a group of Fotias, but I didn't manage to recruit any and I even took MaxHP damage. I find Python, but decide to just kill him. I find another Fotias group, but fail to recruit anything here also. :x
OuR SaNcTuM1!1: I manage to deal with one fight well, taking cover from the Glitch while my demons deal with Gremlins, but the next fight ends up killing me. :o It was one of each of the ellementals. I spend too much time at a disadvantageous position, getting all of my demons messed up. I try to run away, but instead just get cornered. I probably could've gotten out alive, but I'm not sure. I'll probably try another Blight character next.
The run was rather eventful, but it didn't get very far and I'm not sure if I learned all that much, other than being extra careful with that particular group. :(
Also, I hate Glitches. :x
Code: Select all
Summoner Saler...
was chosen by the Vodun Mask,
selected Body and Dark as their starting elements,
has earned a score of 4661,
is currently at oUr SaNcTuM1!1,
and is quite dead!



--==== Main Character ====--

Name : Saler
Level: 9
MaxHP: 67
MaxSP: 100

Strength: 4
Magic   : 32
Vitality: 17
Agility : 4
Cunning : 38

Resist: Body
Weak  : Light

Abilities Known:
1) Envenom (Type: Body, 15 SP. 85% chance to inflict Poison, causing damage over time (can stack three times).)
2) Fetid Burst (Type: Body, 15 SP. Two 60% chances to delay the next turn of the targets.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
5) Dazzling Gaze (Type: Mind, 10 SP. 70% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (4))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) 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))
8) ------------

Relic Upgrades:
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)
Far Summon I (Increases the range of Summon by 2.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))

Inventory:
1 Pure gem
1 Venom rune
1 Peace offering
1 Bolt glyph
1 Trouble chime
3 Pure stone
1 Zephyr card
1 Curse rune
1 Mirror chime
1 Flame glyph

Current Credits: 6407

Codex Daemonium Completion
Shared Codex   : 115 / 135 (85% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        3          0          0          7*         0         
Impact       1          0          0          7*         0         
Pierce       0          0          0          6*         1         
Fire         0          0          2          5*         0         
Ice          1          0          3          3*         1         
Electricity  1          0          2          4*         1         
Body         1*         0          2*         3          2         
Mind         3*         0          2          4*         1         
Light        1          0          0          4          3*         
Dark         2*         0          1          6*         0         

n : Number of party members counted.
* : Denotes the main character is included.



--==== Current Party ====--

Name : Huo shu
Level: 8
MaxHP: 49
MaxSP: 100

Strength: 22
Magic   : 20
Vitality: 16
Agility : 14
Cunning : 18

Resist: Fire
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) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) 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))
6) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
7) Icy Hammer (Type: Impact, 5 SP. 85 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
8) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement.)


Name : Cursed Goblin
Level: 8
MaxHP: 54
MaxSP: 100

Strength: 13
Magic   : 10
Vitality: 13
Agility : 18
Cunning : 36

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. This is a fast action: it only takes half the time most actions do. Cooldown: Charge (8))
5) Hinder (Type: Debuff, 15 SP. 85% chance to reduce evasion by 20%.)
6) Quelling Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (3))
7) ------------
8) ------------


Name : Profane Faerie
Level: 8
MaxHP: 47
MaxSP: 100

Strength: 6
Magic   : 27
Vitality: 7
Agility : 23
Cunning : 27

Resist: Mind Dark
Weak  : Body

Abilities Known:
1) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
2) 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))
3) Emit Void (Type: Dark, 10 SP. 70 Power attack. Cannot miss. Cooldown: Dark (1))
4) Consume Vigor (Type: Dark, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power), split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP. Cooldown: Breath (6))
5) Hinder (Type: Debuff, 15 SP. 85% chance to reduce evasion by 20%.)
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
7) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
8) Dazzling Gaze (Type: Mind, 10 SP. 70% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (4))


Name : Headless
Level: 8
MaxHP: 74
MaxSP: 100

Strength: 22
Magic   : 7
Vitality: 37
Agility : 12
Cunning : 12

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) 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) 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.)
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) 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.)
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) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)


Name : Vikhor
Level: 8
MaxHP: 45
MaxSP: 100

Strength: 14
Magic   : 14
Vitality: 14
Agility : 30
Cunning : 18

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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
8) ------------


Name : Ccoa
Level: 8
MaxHP: 48
MaxSP: 100

Strength: 9
Magic   : 25
Vitality: 12
Agility : 20
Cunning : 24

Resist: Ice Electricity
Weak  : Body Light

Abilities Known:
1) Hail Shot (Type: Ice, 20 SP. 70 Power attack split between Ice and Impact; both the Ice and Impact damage are based on Magic. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) 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.)
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) 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))
5) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) 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))
8) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)



--==== Recent Messages ====--

 The fotia burns the gi.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your goblin!
 Your faerie gestures at you. You feel better.
 The glitch edits your faerie.
 The nero gestures at the fotia.
 The fotia begins to regenerate!
 The aeras misses your faerie.
 The gi lobs a stone at your faerie.
 The gi hits your faerie.
 The fotia is no longer charmed.
 The fotia throws a flame dart at you.
 The fotia burns you.
 You are set on fire!
 You and one of your allies are in danger!
 Using Dismiss...
 Nevermind then.
 You swap places with your goblin.
 Your faerie reshapes herself.
 Your faerie's evasion returns to normal.
 Your faerie looks healthier.
 Your faerie gestures at you. You feel better.
 You feel better.
 Your goblin gestures at the fotia.
 The fotia looks less evasive!
 The glitch edits your faerie.
 Your faerie looks vulnerable!
 The aeras strikes your faerie.
 Using Dismiss...
 You unsummon your faerie!
 The gi lobs a stone at you. The gi hits you.
 The fotia stares at you.
 The fotia looks healthier.
 The fotia looks refreshed.
 The fotia throws a flame dart at you.
 The fotia burns you.
 Your relic struggles to keep you alive!
 You will be burning longer!
 Your goblin shouts a battle cry.
 The fotia looks weaker!
 Your relic struggles to keep you alive!
 Your evasion returns to normal.
 The glitch edits you.
 Your relic struggles to keep you alive!
 The fotia throws a flame dart at you.
 The fotia burns you.
 You die...



--==== Recently Slain Allies ====--

Name : Jiang shi
Level: 3
MaxHP: 38
MaxSP: 100

Strength: 16
Magic   : 6
Vitality: 16
Agility : 17
Cunning : 10

Resist: Body Dark
Weak  : Fire Electricity Light

Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
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) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
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) ------------
6) ------------
7) ------------
8) ------------


Name : Psychic Flying head
Level: 4
MaxHP: 40
MaxSP: 100

Strength: 12
Magic   : 15
Vitality: 10
Agility : 14
Cunning : 19

Resist: Electricity Mind
Weak  : Fire

Abilities Known:
1) 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.)
2) 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))
3) Horrible Gaze (Type: Mind, 10 SP. Four 60% chances to delay the next turn of the target. Cooldown: Presence (3))
4) Mind Spike (Type: Mind, 10 SP. 40 Power attack. Cannot miss.)
5) Dazzling Gaze (Type: Mind, 10 SP. 70% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (4))
6) ------------
7) ------------
8) ------------


Name : Kasha
Level: 4
MaxHP: 36
MaxSP: 100

Strength: 10
Magic   : 13
Vitality: 12
Agility : 18
Cunning : 17

Resist: Fire 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) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) ------------
7) ------------
8) ------------


Name : Brutal Blob
Level: 6
MaxHP: 61
MaxSP: 100

Strength: 30
Magic   : 5
Vitality: 24
Agility : 12
Cunning : 9

Resist: Impact Electricity
Weak  : Fire Ice Body Light

Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
3) 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%.)
4) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce defense by 20%.)
5) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
6) ------------
7) ------------
8) ------------


Name : Alma
Level: 2
MaxHP: 42
MaxSP: 100

Strength: 17
Magic   : 10
Vitality: 22
Agility : 7
Cunning : 4

Resist: Ice Body
Weak  : Fire Light

Abilities Known:
1) 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))
2) Icy Hammer (Type: Impact, 5 SP. 85 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Flash Freeze (Type: Ice, 10 SP. 40 Power attack. Chills the target for an unusually long duration, reducing their accuracy, evasion, and movement speed by 12%. Free action. Cooldown: Cantrip (3))
4) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Gi
Level: 8
MaxHP: 67
MaxSP: 100

Strength: 29
Magic   : 7
Vitality: 40
Agility : 7
Cunning : 7

Immune: Electricity
Resist: Slash Ice
Weak  : Body Light Dark

Abilities Known:
1) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
2) Stunning Blow (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Stun, causing the target to miss their next turn.)
3) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement.)
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
5) ------------
6) ------------
7) ------------
8) ------------
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs

Postby Ferret » Sat Dec 30, 2017 9:34 pm

Re: Credits thing, Oh okay. :D

Re: Artemis and Kamapua'a. I'll double-check the links on those two and make sure they properly mention "working together". :D Thanks!

All side dungeons are designed to be more dangerous than typical floors. :D Speaking of which, Arcadia will probably be a bit more dangerous in the Matter build: since it is Greek themed, I'm adding some of the Greek mythology Matter monsters to it. :D

Yeesh: those are nasty Raichos. :) Or rather, they were.

oUr SaNctum! is a nasty bit of business, it definitely has its fair share of ghosts :) No shame in dying there, and remember: even just getting to Anomaly usually puts you in the top 10% of games. :D

Thanks for the reports (and sorry again for my slower responses, trying to get as much Matter build work as I can before I go back to work next week. :D Good luck on your next run!
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Re: My characters and YASDs

Postby Saler » Tue Jan 02, 2018 10:07 am

Once more, Vodun Mask Body/Dark, Hou Shu starter.
After 1 very early death: At Tower 2 I encounter a Hand of the Dead Wraith named Reaper. It's Body/Healing. Basic demons. Only 3 of them. He goes down easily, with me locking down his demons with Fetid Burst and Hou Shu beating him up. I had a demon death by this point, but I already replaced it.
At Tower 3, I lose my Hou Shu to Alma and me forgetting about Flash Freeze. :( I replace it with a Raicho latter. Then I make a mistake in a Jian Shi fight, my MaxHP getting reduced to 13. :o I try to recruit a Jian Shi, but fail. I also encounter Headless and recruit him, replacing Zombie. Then I recruit a Brutal Zar, sacrificing Raicho in process. After than, I go into Arcadia.
In Arcadia, I fuse a Cursed Goblin, who gets Rattling and Flustering Cries. I deleted Flustering Cry later. I then find a Cynocephalus, who I manage to recruit. The rest of normal demons, including another Cynocephalus, go down without too much problem. Actaeon's link goes easily, as does Artemis'. I find an Eye of the Dragon Wraith. I decide to run away from him, as I get overwhelmed.
At Tower 4 I reach Level 5 and get Quick Dismiss. I find an Alma group and link with one of them. I saw that I wouldn't be able to kill it in time, so I used a Bolt Glyph. I fuse a Lifegiver Gandayah, which gets Normalize Host and Absolution. Sadly, I forgot to copy Calm from Zar earlier. Then again, I have Calm on myself. I find Vikhor, and use a Pain Glyph and a Wind Card in the link thanks to poor cornering attempt. :( The rest of the encounter go smoothly.
Rush's Sanctum: I find Friar Rush immediately, but decide not to recruit him, not thinking I could free up space well. I get Reaper's Mien from a corpse and later delete it during Angel negotiations, but fail them anyway, partially because of my credit shortage. :( I kill the rest of the demons.
Back at Tower 4, I find a Slash/Body, I guess, I'm not sure, Titan's Fist Wraith Tousent. His Lifegiver Zar looker very nice. Naturally, it was the first thing to die. :x The fight was easy, with him having only a few modified demons.
Tower 5 was rather uneventful, with no corpse encounters or difficult fights. I was mostly storing credits this floor. Hopefully Anomaly goes better this time.
This run seems to be going decently well, ignoring quite a few items I used up.
Code: Select all
Summoner Saler...
was chosen by the Vodun Mask,
selected Body and Dark as their starting elements,
has earned a score of 2793,
is currently at Anomaly:1,
and is still alive!



--==== Main Character ====--

Name : Saler
Level: 7
MaxHP: 58
MaxSP: 100

Strength: 4
Magic   : 28
Vitality: 15
Agility : 4
Cunning : 34

Resist: Body
Weak  : Light

Abilities Known:
1) Envenom (Type: Body, 15 SP. 85% chance to inflict Poison, causing damage over time (can stack three times).)
2) Fetid Burst (Type: Body, 15 SP. Two 60% chances to delay the next turn of the targets.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
5) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
8) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)

Relic Upgrades:
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)
Far Summon I (Increases the range of Summon by 2.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))

Inventory:
1 Magic map
3 Might gem
4 Pure stone
1 Heal gem
1 Chakra stone
1 Zephyr card
5 Heal stone
2 Frost glyph
2 Pure gem
1 Blizzard rune
1 Tempest rune
1 Bronze offering

Current Credits: 2982

Codex Daemonium Completion
Shared Codex   : 115 / 135 (85% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2          0          0          6*         1         
Impact       0          0          0          6*         1         
Pierce       2          0          0          5*         2         
Fire         1          0          2          4*         1         
Ice          1*         0          2          5*         0         
Electricity  0          0          2          3*         2         
Body         1*         0          3*         4          0         
Mind         0          0          1          5*         1         
Light        0          0          1          4          2*         
Dark         1*         0          1          6*         0         

n : Number of party members counted.
* : Denotes the main character is included.



--==== Current Party ====--

Name : Lifegiver Gandayah
Level: 6
MaxHP: 58
MaxSP: 125

Strength: 13
Magic   : 23
Vitality: 26
Agility : 9
Cunning : 9

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) Normalize Host (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock.)
6) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
7) ------------
8) ------------


Name : Cursed Goblin
Level: 6
MaxHP: 49
MaxSP: 100

Strength: 11
Magic   : 9
Vitality: 11
Agility : 16
Cunning : 33

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. This is a fast action: it only takes half the time most actions do. Cooldown: Charge (8))
5) Hinder (Type: Debuff, 15 SP. 85% chance to reduce evasion by 20%.)
6) Rattling Cry (Type: Debuff, 15 SP. 85% chance to briefly reduce accuracy by 20% for enemies. Cooldown: Presence (3))
7) ------------
8) ------------


Name : Headless
Level: 6
MaxHP: 67
MaxSP: 100

Strength: 19
Magic   : 6
Vitality: 33
Agility : 11
Cunning : 11

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) ------------
8) ------------


Name : Cynocephalus
Level: 10
MaxHP: 57
MaxSP: 100

Strength: 26
Magic   : 17
Vitality: 20
Agility : 20
Cunning : 17

Resist: Fire
Weak  : Electricity

Abilities Known:
1) Piercing Thrust (Type: Pierce, 20 SP. 70 Power attack, enemies only.)
2) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
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) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Artemis
Level: 6
MaxHP: 48
MaxSP: 100

Strength: 19
Magic   : 8
Vitality: 11
Agility : 26
Cunning : 16

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) ------------
8) ------------


Name : Vikhor
Level: 6
MaxHP: 40
MaxSP: 100

Strength: 13
Magic   : 13
Vitality: 12
Agility : 26
Cunning : 16

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) 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.)
6) 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.)
7) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
8) 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).)
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: My characters and YASDs

Postby Ferret » Thu Jan 04, 2018 1:07 am

Yay Fetid Burst. :D I love when some of the weirder stuff in the game gets used decisively. :D

Jiang Shi are probably the meanest thing in Tower: 1 & 1/2, even counting the Ghouls: the Ghouls at least have a "helpful" recruitment mechanic to use against them. :D

What was so nasty about the Eye of the Dragon Wraith in Arcadia, if you remember?

Ow on losing Reaper Mien that way. :( Harsh Angel was harsh.

Good luck in Anomaly, and thanks for the report. :D
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