Re: My characters and YASDs.
Posted: Fri Jan 13, 2017 11:52 am
Yeah, the pouncing through wall thing was probably just a graphical effect.
That's some sleep there. Not as bad as being asleep, burning in two different ways, berserk, confused, melting, bleeding heavily, distracted, frozen and flying backwards from a powerful attack, I guess (Yes, there's a game where that is possible . Makes more sense to me becouse attacking also doesn't remove sleep there).
I made a Hand of the Dead (Slash/Dark) character.
And he died on Tower 2 to Hou Shu. Being on fire = bad.
Second character cleared West Hideout (That's how Tower 1 ½ refered to in the files, I think) and Ccoa's Sanctum. I probably could've recruited Ccoa, but I didn't want to deal with it and charged Zars at the same time.
Besides getting into 2 fights at once in West Hideout, a bad Ukobah fight where I didn't avoid their line of fire to well or some Aeras fights in the Sanctum I didn't have much dificulty yet.
I also had AI not being cooperative and attack non-link targets. Twice. One time caused the link to fail.
Sometimes I would recruit demons just to delete them and get some CP.
Recruited Headless.
Fused a Cursed Goblin with Hinder, Weaken and Piercing Cry and a Lifegiver Faerie with Cleanse, Calm, Absolve, Healing Charm and Soothe, so I have many debuffs, status removal and good healing.
Probably going to fuse Easg Saint and Echeneis in some way next.
That's some sleep there. Not as bad as being asleep, burning in two different ways, berserk, confused, melting, bleeding heavily, distracted, frozen and flying backwards from a powerful attack, I guess (Yes, there's a game where that is possible . Makes more sense to me becouse attacking also doesn't remove sleep there).
I made a Hand of the Dead (Slash/Dark) character.
And he died on Tower 2 to Hou Shu. Being on fire = bad.
Second character cleared West Hideout (That's how Tower 1 ½ refered to in the files, I think) and Ccoa's Sanctum. I probably could've recruited Ccoa, but I didn't want to deal with it and charged Zars at the same time.
Besides getting into 2 fights at once in West Hideout, a bad Ukobah fight where I didn't avoid their line of fire to well or some Aeras fights in the Sanctum I didn't have much dificulty yet.
I also had AI not being cooperative and attack non-link targets. Twice. One time caused the link to fail.
Sometimes I would recruit demons just to delete them and get some CP.
Recruited Headless.
Fused a Cursed Goblin with Hinder, Weaken and Piercing Cry and a Lifegiver Faerie with Cleanse, Calm, Absolve, Healing Charm and Soothe, so I have many debuffs, status removal and good healing.
Probably going to fuse Easg Saint and Echeneis in some way next.
- Code: Select all
Summoner Saler...
was chosen by the Hand of the Dead,
selected Slash and Dark as their starting elements,
has earned a score of 1914,
is currently at Tower:5,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 5
MaxHP: 60
MaxSP: 100
Strength: 19
Magic : 4
Vitality: 22
Agility : 11
Cunning : 19
Resist: Dark
Weak : Light
Abilities Known:
1) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
2) Terrifying (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Panic, causing the target's actions to sometimes be randomized.)
3) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
4) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
5) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
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Relic Upgrades:
Consume (Delete Demon now restores your HP and SP based on the number of levels the demon has gained (more levels = stronger effect).)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Inventory:
1 Silver offering
1 Pain glyph
3 Heal stone
1 Chakra gem
1 Heal gem
1 Night rune
1 Pure gem
1 Peace offering
3 Pure stone
1 Zephyr card
1 Heart glyph
Current Credits: 435
Codex Daemonium Completion
Shared Codex : 24 / 114 (21% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
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Slash 2* 0 0 6* 0
Impact 0 0 0 6* 0
Pierce 0 0 0 6* 0
Fire 0 0 1 5* 0
Ice 1 0 2 4* 0
Electricity 0 0 0 4* 2
Body 0 0 1 3* 2
Mind 0 0 1 4* 1
Light 1 1 0 3 2*
Dark 1* 0 1* 4 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Cursed Goblin
Level: 5
MaxHP: 46
MaxSP: 100
Strength: 11
Magic : 8
Vitality: 10
Agility : 15
Cunning : 31
Resist: Fire
Weak : Mind
Abilities Known:
1) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
2) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
6) Weaken (Type: Debuff, 15 SP. 70% chance to reduce offense by 20%.)
7) Piercing Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (4))
8) ------------
Name : Echeneis
Level: 5
MaxHP: 48
MaxSP: 100
Strength: 12
Magic : 17
Vitality: 21
Agility : 15
Cunning : 10
Resist: Ice
Weak : Electricity
Abilities Known:
1) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
3) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
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Name : Headless
Level: 5
MaxHP: 65
MaxSP: 100
Strength: 18
Magic : 6
Vitality: 31
Agility : 10
Cunning : 10
Resist: Ice Body
Weak : Electricity Light
Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
5) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
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Name : Lifegiver Faerie
Level: 4
MaxHP: 44
MaxSP: 125
Strength: 4
Magic : 22
Vitality: 12
Agility : 18
Cunning : 14
Resist: Mind
Weak : Body
Abilities Known:
1) Lucky Charm (Type: Healing, 10 SP. Resets Luck cooldown. 25% chance of an extra, random benefit as well.)
2) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
3) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
4) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
Name : Easg saint
Level: 4
MaxHP: 38
MaxSP: 100
Strength: 7
Magic : 21
Vitality: 8
Agility : 20
Cunning : 14
Immune: Light
Weak : Body Dark
Abilities Known:
1) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
2) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
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