Also, I wasn't in a Demon playing mood lately.
Anomaly 1: after the usual couple of hard battles, I fight Zaji, and that goes rather well. I get Vigorous. The corpse cleanup consists of fighting 1 encounter, in which I recruit a Gremlin and fuse to make him Hunter. He gets Lob Stone and Crippler.
Anomaly 2: I encounter a Raiju early on, but he was with a pair of Aerases and the positioning looked unfavorable for his link. I got a bit careless and lost a chunk of MaxHP, but I immediately got it back. Then I somehow forgot that Goblins do not resist Electricity – Gremlins do, and lost Goblin as the result. I decide not to Recover him, recruiting an Aeras instead. I recruit a Blob to give Headless Poison Veil and Flesh Rot. The last group I find is Python's. His resistances looked like they would work against my demons really well, so I didn't link with him. I get a bit careless and Gremlin dies. I'm really out of practice with Anomaly.
Our SaNcTuM1!1: After 2 relatively (read: still painful ) easy battles, I recruit a Chaos. I try to fight 2 more groups, but both force me to flee, the second one making me get out of this hellish place. There was a large corpse encounter back at Anomaly 2, and it was beaten easily.
Anomaly 3: I find Paracelsus early on, and decide to leave him for last. The second last group turns out to be Ludoc. He had access to most buffs and a lot of elemental attacks on his demons. I beat him, but didn't recruit any demons. Then I attempt to fight Paracelsus, but don't manage to beat him. The fight starts off well, but then his insane recovery overtakes me. I flee out of Anomaly.
And so I managed to clear out most of Anomaly. I'd say having to flee oUr SaNcTuM1!1 and Paracelsus is completely fine and even somewhat expected. My party is coming together well, but the few deaths have set me back. I still have to Recover Gremlin, now that I realize how great he was – he has Crippler, Expose, Bloodlust, Focusbreaker and Yellow Whisper. I'd say he's worth the trouble. For that I will have to free up space, probably with a fusion.
- Code: Select all
Summoner Saler...
was chosen by the Vodun Mask,
selected Body and Dark as their starting elements,
has earned a score of 5512,
is currently at Tower:5,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 9
MaxHP: 66
MaxSP: 100
Strength: 4
Magic : 33
Vitality: 16
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) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
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) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
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
4 Might gem
5 Pure stone
2 Heal gem
2 Chakra stone
1 Zephyr card
6 Heal stone
2 Frost glyph
2 Pure gem
1 Blizzard rune
2 Tempest rune
1 Bronze offering
1 Green essence
1 Pain glyph
Current Credits: 2752
Codex Daemonium Completion
Shared Codex : 115 / 135 (85% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 2 0 0 7* 0
Impact 0 0 0 7* 0
Pierce 1 0 0 6* 1
Fire 1 0 1 5* 1
Ice 0 0 2 5* 0
Electricity 1 1 2 2* 2
Body 2* 0 2* 5 0
Mind 0 1 1 5* 0
Light 0 0 0 3 4*
Dark 1* 0 0 5* 2
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Lifegiver Gandayah
Level: 8
MaxHP: 65
MaxSP: 125
Strength: 15
Magic : 26
Vitality: 29
Agility : 10
Cunning : 10
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.)
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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) 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) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
8) 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%.)
Name : Cynocephalus
Level: 12
MaxHP: 63
MaxSP: 100
Strength: 29
Magic : 19
Vitality: 22
Agility : 22
Cunning : 18
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))
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Name : Vikhor
Level: 9
MaxHP: 49
MaxSP: 100
Strength: 15
Magic : 15
Vitality: 15
Agility : 31
Cunning : 19
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).)
Name : Aeras
Level: 9
MaxHP: 50
MaxSP: 100
Strength: 11
Magic : 27
Vitality: 11
Agility : 27
Cunning : 19
Immune: Electricity
Weak : Light Dark
Abilities Known:
1) Emit Sparks (Type: Electricity, 15 SP. Targets up to 3 random enemies. 70 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
2) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
3) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
4) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
5) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
6) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
7) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
8) ------------
Name : Chaos
Level: 9
MaxHP: 61
MaxSP: 100
Strength: 13
Magic : 28
Vitality: 28
Agility : 13
Cunning : 13
Immune: Mind
Weak : Light Dark
Abilities Known:
1) Life Siphon (Type: Body, 20 SP. 55 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
2) 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))
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
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A minor quirk I noticed: AoE effects like Fetid Burst will highlight spaces with targets in red even if you or any of your demons can't see the target. Also, does Swiftness affect waiting speed? Because otherwise walking between two spaces could be better then waiting.