Re: My characters and YASDs
Posted: Wed May 15, 2019 1:46 pm
The reason I'm sticking with build 7 is that switching now would mean that the enemy demons will get the somewhat nerfed brands. It's probably not too much, but it might matter, so I decided to switch only on my next character.
Tower 18: I encounter a Mananangal, and link with it. Decided to not replace Shikigami because it's almost 3 levels higher. I replace my Vigorous with Witch's Mien and replace Shiligami's Mending with Witch's Mien, Cull with Blight and Expose with Weaken Host. I also decided Transpose Soul for Expose Host, replacing Inquisition – I think Zagh's Humble + King's Mien combo will be good enough. Later, I took a bunch of MaxHP damage from Peludas. It started of going well, and then suddenly my draining wasn't quite string enough. I think the Nuppeppos they were in a group with caused turn delay. Had to use a Healing Stone. By the end of the floor, I almost recovered from it fully.
Tower 19: I recruited a Rakshasa for Codex completion. Also decided to replace Dipsas' Mightbreaker with Mindreader. Zagh gets send to preservation by a Shogoth/Impudulu group. My Virtue decided to throw Lux to kill a single Polong. That's wasteful under almost any conditions. I encounter a Peluda/Cherufe group. Seeing how most of my demons are weak to fire, I decide to use a Blizzard Rune. I still took a large amount of MaxHP damage. I decide to use a Pure Gem to heal some MaxHP damage.
Tower 20: Bigfoot's damage output is so high that I briefly though that I had an instant kill ability in my team somewhere. I don't think he's overpowered, considering his rarity and link difficulty. I encounter a Yukki-Onna group and link with one of them. Partially to make fighting easier, partially for Codex completion. It dies to a group of light demons with Powers, but it does manage to Charm a Power before dying. Ninkasi is send to preservation by the same group.
3 floors left. Probably not much I'll be able to do with my credits. I could fuse for more MaxHP or better stats, but I'm not sure if I'll be able to successfully link with anything at this point. I might use a pair of Pure Stones on Ninkasi to get her back into fighting shape. The fights are getting very hard I have some sort of lasting losses every floor now. Personally, I'm not sure if this will be a win – I still have Valindra and Tremane ahead, and both of them are very dangerous.
Tower 18: I encounter a Mananangal, and link with it. Decided to not replace Shikigami because it's almost 3 levels higher. I replace my Vigorous with Witch's Mien and replace Shiligami's Mending with Witch's Mien, Cull with Blight and Expose with Weaken Host. I also decided Transpose Soul for Expose Host, replacing Inquisition – I think Zagh's Humble + King's Mien combo will be good enough. Later, I took a bunch of MaxHP damage from Peludas. It started of going well, and then suddenly my draining wasn't quite string enough. I think the Nuppeppos they were in a group with caused turn delay. Had to use a Healing Stone. By the end of the floor, I almost recovered from it fully.
Tower 19: I recruited a Rakshasa for Codex completion. Also decided to replace Dipsas' Mightbreaker with Mindreader. Zagh gets send to preservation by a Shogoth/Impudulu group. My Virtue decided to throw Lux to kill a single Polong. That's wasteful under almost any conditions. I encounter a Peluda/Cherufe group. Seeing how most of my demons are weak to fire, I decide to use a Blizzard Rune. I still took a large amount of MaxHP damage. I decide to use a Pure Gem to heal some MaxHP damage.
Tower 20: Bigfoot's damage output is so high that I briefly though that I had an instant kill ability in my team somewhere. I don't think he's overpowered, considering his rarity and link difficulty. I encounter a Yukki-Onna group and link with one of them. Partially to make fighting easier, partially for Codex completion. It dies to a group of light demons with Powers, but it does manage to Charm a Power before dying. Ninkasi is send to preservation by the same group.
3 floors left. Probably not much I'll be able to do with my credits. I could fuse for more MaxHP or better stats, but I'm not sure if I'll be able to successfully link with anything at this point. I might use a pair of Pure Stones on Ninkasi to get her back into fighting shape. The fights are getting very hard I have some sort of lasting losses every floor now. Personally, I'm not sure if this will be a win – I still have Valindra and Tremane ahead, and both of them are very dangerous.
- Code: Select all
Summoner Saler...
was chosen by the Orb of Power,
selected Dark as their starting element,
has earned a score of 34921,
is currently at Tower:21,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 24
MaxHP: 130
MaxSP: 100
Strength: 10
Magic : 62
Vitality: 47
Agility : 15
Cunning : 48
Resist: Dark
Weak : Light
Soul Brand:
Po-Sh-We (Lv.2)
Strength: -5
Cunning: +6
Magic: +6
Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Expose Host (Type: Debuff, 25 SP. 85% chance to reduce defense by 20%.)
3) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
4) 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))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
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) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
8) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
Transpose Soul (Unlocks the Transpose Soul transmutation, which lets you sacrifice a demon to choose and learn one of the bonus abilities from the modifier it would pass if used with Fuse Demons.)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Inventory:
1 Calm card
2 Bolt glyph
3 Heal gem
18 Heal stone
2 Venom rune
1 Wind card
6 Chakra stone
2 Curse rune
1 Trouble chime
2 Heart glyph
5 Pure stone
1 Night rune
3 Flame glyph
1 Guardian gem
1 Magic map
3 Zephyr card
1 Pure gem
1 Pain glyph
1 Might gem
1 Tempest rune
1 Chakra gem
Brands:
Ri-Sh-We (Lv.13)
Strength: -6
Cunning: +12
SP Costs: -17%
Mi-Fr-Tir (Lv.16)
SP equal to or less than 50
Vitality: -3
Strength: +23
Ri-Cl-Da (Lv.18)
Last Used: Movement
Agility: -8
SP Costs: -44%
Po (Lv.18)
Magic: +13
Mi-Qu-Fl (Lv.18)
Last Used: Impact
Agility: +13
Strength: +13
Du-Ex-Dis (Lv.19)
Base Magic is 28 or more
Max SP: -20
Vitality: +21
Qu (Lv.20)
Agility: +14
Qu-Du-Fre (Lv.21)
SP above 50
Vitality: +13
Agility: +13
Du-Sh-Lif (Lv.21)
Base Strength is 30 or more
Cunning: +12
Vitality: +12
Po-In (Lv.22)
Max SP: +14
Magic: +10
Ri-Na (Lv.24)
Cunning: -16
SP Costs: -40%
Du-Mi-Tir-Lif (Lv.24)
Base Strength is 66 or more
SP equal to or less than 50
Strength: +23
Vitality: +23
Current Credits: 8951
Codex Daemonium Completion
Shared Codex : 145 / 154 (94% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 0 0 0 5* 2
Impact 2 0 1 5* 1
Pierce 0 0 0 6* 1
Fire 0 0 1 2* 4
Ice 0 0 3 3* 1
Electricity 0 0 2 5* 0
Body 1 1 2 4* 0
Mind 2 1 1 5* 0
Matter 0 0 1 4* 2
Light 2 2 0 3 2*
Dark 2* 0 3* 3 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Brutal Dipsas
Level: 22
MaxHP: 90
MaxSP: 100
Strength: 40
Magic : 17
Vitality: 26
Agility : 47
Cunning : 25
Resist: Electricity
Weak : Ice Matter
Soul Brand:
Mi-Qu-Fl (Lv.18)
Last Used: Impact
Agility: +13
Strength: +13
Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
3) Distract (Type: Debuff, 15 SP. 85% chance to reduce accuracy by 20%.)
4) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
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) 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%.)
7) 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.)
8) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
Name : Shikigami
Level: 25
MaxHP: 87
MaxSP: 100
Strength: 7
Magic : 48
Vitality: 20
Agility : 41
Cunning : 60
Immune: Body
Resist: Impact Ice Dark
Weak : Slash Fire Light Matter
Soul Brand:
Ri-Sh-We (Lv.13)
Strength: -6
Cunning: +12
SP Costs: -17%
Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
4) 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))
5) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
6) 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))
7) 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.)
8) Weaken Host (Type: Debuff, 25 SP. 85% chance to reduce offense by 20%.)
Name : Vile Zagh
Level: 23
MaxHP: 90
MaxSP: 100
Strength: 10
Magic : 70
Vitality: 20
Agility : 26
Cunning : 47
Immune: Mind Light
Resist: Body
Weak : Fire Dark
Soul Brand:
Po (Lv.18)
Magic: +13
Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Humble (Type: Light, 20 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (2))
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
5) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
6) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
7) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
8) Consume Life (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Heals the user for 50% of the damage dealt. Cooldown: Breath (5))
Name : Ninkasi
Level: 26
MaxHP: 109
MaxSP: 65
Strength: 20
Magic : 34
Vitality: 52
Agility : 44
Cunning : 44
Resist: Ice Body Mind
Weak : Fire
Soul Brand:
Du-Ex (Lv.16)
Max SP: -35
Vitality: +19
Abilities Known:
1) Might (Type: Buff, 10 SP. Improves offense by 25%.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (4))
5) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
8) Rabblerouser (Type: Buff, Passive. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)
Name : Bigfoot
Level: 36
MaxHP: 135
MaxSP: 100
Strength: 96
Magic : 9
Vitality: 54
Agility : 33
Cunning : 33
Resist: Ice Matter
Weak : Fire
Soul Brand:
Mi-Qu-Fl (Lv.18)
Last Used: Impact
Agility: +13
Strength: +13
Abilities Known:
1) Grand Slam (Type: Impact, 15 SP. 100 Power attack.)
2) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
3) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
4) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (6))
5) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Might (Type: Buff, 10 SP. Improves offense by 25%.)
7) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
8) Rabblerouser (Type: Buff, Passive. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)
Name : Virtue
Level: 34
MaxHP: 106
MaxSP: 100
Strength: 17
Magic : 104
Vitality: 17
Agility : 25
Cunning : 52
Immune: Light
Resist: Fire Electricity Dark
Weak : Slash Impact Pierce
Soul Brand:
Ri-Cl-Da (Lv.18)
Last Used: Movement
Agility: -8
SP Costs: -44%
Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
3) Lux (Type: Light, 40 SP. Only affects enemies. Has a 70% chance to apply Guilt, and a 50% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (1))
4) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
5) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
6) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))