My first ghost on 20+ tower

The tower awaits!

My first ghost on 20+ tower

Postby oneeyedjoe » Sun Apr 02, 2017 5:31 pm

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 Demon Party Dump File
Version 3/31/2017, Scoring Model: 3/31/2017
Dump file created at: 4/2/2017 9:47:00 PM


Summoner Firestarter...
was chosen by the Faithful Heart,
selected Fire and Fire as their starting elements,
has earned a score of 56866,
is currently at Tower:21,
and is quite dead!



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

Name : Firestarter
Level: 29
MaxHP: 126
MaxSP: 100

Strength: 4
Magic   : 100
Vitality: 17
Agility : 4
Cunning : 75

Resist: Fire
Weak  : Dark

Abilities Known:
1) Set Alight (Type: Fire, 20 SP. 40 Power attack. Has a 100% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
2) 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.)
3) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
4) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
5) Dark Omen (Type: Dark, 15 SP. 70% chance to inflict Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
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) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
8) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)

Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
3 Pure gem
1 Might gem
3 Chakra gem
1 Tempest rune
5 Heart glyph
5 Heal gem
1 Night rune
3 Mirror chime
6 Pure stone
2 Bolt glyph
1 Trouble chime
2 Zephyr card
5 Chakra stone
16 Heal stone
1 Bronze offering
4 Peace offering
1 Red essence
1 Meteor rune
2 Magic map
1 Frost glyph
1 Flame glyph
1 Calm card
1 Venom rune
1 Curse rune
1 Blizzard rune

Current Credits: 17965

Codex Daemonium Completion
Shared Codex   : 56 / 135 (41% complete)



--==== Party Overview  ====--

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

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



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

Name : Oni
Level: 28
MaxHP: 112
MaxSP: 100

Strength: 65
Magic   : 15
Vitality: 50
Agility : 30
Cunning : 30

Resist: Fire Body Dark
Weak  : Electricity Light

Abilities Known:
1) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
2) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding Ignite, Poison, and reactions).)
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) 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) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which hinders HP and SP recovery.)
7) 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%.)
8) 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))


Name : Tuofei
Level: 24
MaxHP: 88
MaxSP: 100

Strength: 20
Magic   : 52
Vitality: 27
Agility : 51
Cunning : 20

Immune: Ice
Resist: Fire Electricity
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) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
3) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10%.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
6) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
7) 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))
8) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)


Name : Profane Zagh
Level: 25
MaxHP: 95
MaxSP: 100

Strength: 11
Magic   : 63
Vitality: 22
Agility : 28
Cunning : 51

Immune: Mind Light
Resist: Dark
Weak  : Fire

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) 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))
6) 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.)
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) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)


Name : Pele
Level: 27
MaxHP: 113
MaxSP: 100

Strength: 22
Magic   : 71
Vitality: 33
Agility : 33
Cunning : 26

Immune: Fire
Resist: Electricity
Weak  : Ice

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Rain of Fire (Type: Fire, 35 SP. Attenuated 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
4) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) ------------
8) ------------


Name : Shojo
Level: 31
MaxHP: 120
MaxSP: 125

Strength: 41
Magic   : 50
Vitality: 49
Agility : 16
Cunning : 49

Resist: Ice Body
Weak  : Electricity

Abilities Known:
1) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
4) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
5) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)


Name : Power
Level: 30
MaxHP: 108
MaxSP: 100

Strength: 84
Magic   : 16
Vitality: 52
Agility : 32
Cunning : 16

Immune: Light
Resist: Slash Impact Pierce
Weak  : Dark

Abilities Known:
1) Eviscerate (Type: Pierce, 20 SP. 100 Power attack.)
2) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
4) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
5) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
6) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
7) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
8) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (12))


Name : Aitvaras
Level: 24
MaxHP: 97
MaxSP: 100

Strength: 20
Magic   : 62
Vitality: 34
Agility : 27
Cunning : 27

Resist: Fire Dark
Weak  : Ice Light

Abilities Known:
1) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
2) 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.)
3) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
4) Halo (Type: Light, 20 SP. Only affects enemies. 85 Power attack. Cannot miss. Cooldown: Light (2))
5) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
6) Martyr (Type: None, Reactive. Reduces Light and Dark cooldowns by 1 turn when you are damaged by an attack.)
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) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))



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

 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.
 Using heal gem...
 Heal Gem can only be centered on yourself.
 Press Enter to execute, Escape to cancel.
 Nevermind then.
 Using zephyr card...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You use the zephyr card.
 You summon your tuofei!
 Using heal gem...
 Heal Gem can only be centered on yourself.
 Press Enter to execute, Escape to cancel.
 You use the heal gem. You feel better.
 Your shojo looks healthier.
 Your power looks healthier.
 Your power is no longer shocked.
 Your shojo is no longer shocked.
 Your shojo gestures at himself.
 Your shojo looks healthier.
 Your oni is no longer shocked.
 The death worm hurls a lightning bolt.
 The death worm shocks your power.
 The death worm shocks you.
 The death worm shocks your shojo.
 It's super effective!
 Your power pierces the death worm.
 The death worm hurls a lightning bolt.
 The death worm ignores the attack!
 The death worm shocks your power.
 The death worm shocks you.
 The death worm shocks your shojo.
 It's super effective!
 Your power is shocked!
 The death worm hurls a lightning bolt.
 The death worm ignores the attack!
 The death worm misses the death worm.
 The death worm shocks your power.
 The death worm shocks you.
 The death worm shocks your shojo.
 It's super effective!
 The death worm hurls a lightning bolt.
 The death worm shocks your power.
 Your power is gloriously reborn!!
 The death worm shocks you.
 You die...



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

Name : Drop bear
Level: 18
MaxHP: 102
MaxSP: 100

Strength: 46
Magic   : 11
Vitality: 45
Agility : 22
Cunning : 16

Resist: Electricity
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) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Lifebender Mananangal
Level: 21
MaxHP: 95
MaxSP: 100

Strength: 10
Magic   : 51
Vitality: 27
Agility : 32
Cunning : 35

Immune: Dark
Resist: Mind
Weak  : Body Light

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
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) 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.)
5) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
6) Faith Healing (Type: Healing, 15 SP. Cannot target characters weak to Light. 60-130 Power heal, based on the target's Light resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Light (2))
7) ------------
8) ------------


Name : Unicorn
Level: 21
MaxHP: 92
MaxSP: 100

Strength: 28
Magic   : 44
Vitality: 31
Agility : 28
Cunning : 24

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) ------------
7) ------------
8) ------------


Name : Warded Rakshasa
Level: 26
MaxHP: 129
MaxSP: 100

Strength: 59
Magic   : 17
Vitality: 55
Agility : 29
Cunning : 20

Resist: Fire Dark
Weak  : Ice 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) Lethal Claw (Type: Slash, 20 SP. 100 Power attack.)
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) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
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) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
7) ------------
8) ------------


Name : Brucha
Level: 29
MaxHP: 100
MaxSP: 100

Strength: 47
Magic   : 15
Vitality: 31
Agility : 79
Cunning : 23

Resist: Slash Impact Pierce
Weak  : Electricity

Abilities Known:
1) Bolt Shot (Type: Pierce, 25 SP. 100 Power attack.)
2) Bolt Spray (Type: Impact, 30 SP. Attenuated 85 Power attack.)
3) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
4) Vitalize (Type: Healing, 5 SP. Briefly bestows Regeneration, restoring health over time. Free action. Cooldown: Cantrip (5))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Yuki-onna
Level: 27
MaxHP: 103
MaxSP: 100

Strength: 30
Magic   : 56
Vitality: 29
Agility : 29
Cunning : 41

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) 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))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) ------------
7) ------------
8) ------------


Name : Leib-olmai
Level: 29
MaxHP: 108
MaxSP: 100

Strength: 68
Magic   : 37
Vitality: 45
Agility : 30
Cunning : 15

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (12))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) ------------
7) ------------
8) ------------

Yay. Using enemy lure in a narrow corridor wasn't the best idea. 5 death worms is definitely force to be reckon with. Still not quite sure how chain lightning works. When I tried to use it, I couldn't hit more than 2 enemies, unless they all stayed in line, but enemies always manage to hit my entire party with it, even if my demons are spread out. If only I copied eternal glory on myself instead of trying to outheal the damage output with heal gems :cry: .
Managed to see probably about 20~ new demons and found 2 old but extremely rare uniques. Was disappointed to see that a lot of tier 2 demons still have only 3-4 abilities. And all tier 3 demons that I've met have only 4-5 abilities. (I guess that doesn't really matter since my entire party got destroyed by 1 single ability). All and all I liked new demons and abilities, but even after some balancing around AoE attacks there are plenty powerful abilities that cannot miss and do full damage no matter how far away is target from the caster (most notably dark/light, but I guess that's their unique thing).
oneeyedjoe
 
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Re: My first ghost on 20+ tower

Postby Raiju » Sun Apr 02, 2017 8:39 pm

What a unfortunate death :|
But hey, you learn from your mistakes! :D
*Starts a negotiation with a faerie* *Spends 2670g for a basic faerie's forgiveness* 10/10.
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Raiju
 
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Re: My first ghost on 20+ tower

Postby Ferret » Mon Apr 03, 2017 12:58 am

Emergency Eternal Glory copying is definitely a thing. :) You live with the cost for awhile (assuming it ends up triggering), but it's definitely better than a death.

Tier 2 demons have 3-5 abilities (so only roughly 1/3 of them will have 5), and tier 3 demons have 4-5 abilities, so what you saw is mostly correct. You'd have to get to Tier 4 to see some normal demons with 6 abilities, and that doesn't exist. :P

Yes: Light/Dark/Mind are intended to be the main "cannot miss at full power" elements, since most of their attacks have conditions or cooldowns attached or are low Power/high SP cost: the main ones I wanted to tone down were the non-Light/Dark/Mind ones.
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Ferret
 
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Mon Apr 03, 2017 1:23 am

Ferret wrote:
Tier 2 demons have 3-5 abilities (so only roughly 1/3 of them will have 5), and tier 3 demons have 4-5 abilities, so what you saw is mostly correct. You'd have to get to Tier 4 to see some normal demons with 6 abilities, and that doesn't exist. :P



But don't you find it a bit weird that tier 1 demons often have more abilities than tier 2?
oneeyedjoe
 
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Re: My first ghost on 20+ tower

Postby Ferret » Mon Apr 03, 2017 1:30 am

? That shouldn't be true, as a group anyway. Tier 1 is 3-4 abilities: it's of course true that some Tier 1s have 4 abilities, and some Tier 2s have 3 abilities, so in that case, yeah, Tier 1s can have more abilities than Tier 2. But on average, Tier 2s have more abilities.

I admit I haven't checked in awhile, but I think Tier 1 is roughly evenly split between 3 and 4 abilities, as Tier 2 is between 3, 4, and 5, and Tier 3 between 4 and 5.
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Ferret
 
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Mon Apr 03, 2017 1:41 am

Now with addition of extra abilities to tier 2 sure, they have more abilities on average. I guess it's my OCD that demands every demon of each tier to have equal amount of abilities. Still, some tier 2 encounters feel way easier than tier 1. Hm, maybe it's because your party gets unproportionally stronger as you progress further.
Edit: just double checked the codex and turns out that a lot of demons that I was considering to be tier 2 are actually tier 1. So nevermind everything that I just said :roll:
oneeyedjoe
 
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Re: My first ghost on 20+ tower

Postby Gaswafers » Mon Apr 03, 2017 2:58 am

I also thought that tier 2 started much earlier than it really does for a long time.
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Re: My first ghost on 20+ tower

Postby Remora » Mon Apr 03, 2017 3:09 am

I do figure that there will be some more movepool changes on extant demons when more abilities are added; I'd expect bonnachon to get one of those yet-to-be-added body rot abilities (I'd expect nerve rot the most because it would compensate for their low agility).
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Mon Apr 03, 2017 11:18 pm

Another day another close loss.
Code: Select all
 Demon Party Dump File
Version 3/31/2017, Scoring Model: 3/31/2017
Dump file created at: 4/4/2017 3:58:06 AM


Summoner Get tired...
was chosen by the Hand of the Dead,
selected Ice and Dark as their starting elements,
has earned a score of 64911,
is currently at Tower:22,
and is quite dead!



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

Name : Get tired
Level: 31
MaxHP: 153
MaxSP: 100

Strength: 14
Magic   : 109
Vitality: 45
Agility : 53
Cunning : 14

Resist: Ice
Weak  : Light

Abilities Known:
1) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Siphon Touch (Type: Body, 0 SP. Drains the target's SP by 15%, restoring your own SP by 66% of the amount drained.)
3) Possess (Type: Dark, 30 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 (5))
4) Piercing Glare (Type: Mind, 15 SP. 55 Power attack, enemies only. Cannot miss. Cooldown: Presence (3))
5) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
6) Desiccation (Type: None, Passive. Improves the effectiveness of your SP reduction effects by 50%.)
7) 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))
8) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10%.)

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).)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
1 Might gem
2 Heart glyph
1 Pain glyph
2 Venom rune
1 Night rune
3 Chakra gem
3 Wind card
1 Peace offering
3 Heal gem
4 Heal stone
1 Guardian gem
1 Trouble chime
6 Chakra stone
1 Pure stone
2 Calm card
1 Pure gem
1 Curse rune
1 Frost glyph

Current Credits: 20952

Codex Daemonium Completion
Shared Codex   : 90 / 135 (66% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        1          0          0          9*         0         
Impact       0          0          0          9*         0         
Pierce       0          0          0          9*         0         
Fire         1          1          3          2*         3         
Ice          3*         1          4*         2          2         
Electricity  2          2          1          5*         1         
Body         2*         1          2          6*         0         
Mind         1*         1          0          7*         1         
Light        2          3          1          3          2*         
Dark         4*         2          2          4*         1         

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



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

Name : Redeemed Druj nasu
Level: 27
MaxHP: 119
MaxSP: 100

Strength: 12
Magic   : 39
Vitality: 54
Agility : 12
Cunning : 68

Immune: Body Light
Resist: Dark
Weak  : Fire

Abilities Known:
1) Sepsis Wave (Type: Body, 20 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times).)
2) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
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) 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%.)
5) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Vile Dance (Type: Body, 20 SP. 70% chance to apply Infection to enemies, which hinders HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))
7) Body Lock (Type: Body, 30 SP. 50% chance to cause Paralysis, causing the target to frequently miss their turns.)
8) Exterminate (Type: Body, 15 SP. Only affects characters that are Infected, Poisoned, or Paralyzed. 130 Power attack, but misses if the damage would not be fatal.)


Name : Archangel
Level: 31
MaxHP: 110
MaxSP: 100

Strength: 49
Magic   : 33
Vitality: 41
Agility : 49
Cunning : 33

Immune: Light
Resist: Fire Body
Weak  : Dark

Abilities Known:
1) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. Also grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
2) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
3) Exorcism (Type: Light, 25 SP. Only affects enemies weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (4))
4) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
5) 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))
6) Demon's Mien (Type: Dark, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Dark.)
7) 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.)
8) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)


Name : Pele
Level: 28
MaxHP: 118
MaxSP: 100

Strength: 23
Magic   : 73
Vitality: 34
Agility : 34
Cunning : 26

Immune: Fire
Resist: Electricity
Weak  : Ice

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Rain of Fire (Type: Fire, 35 SP. Attenuated 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
4) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) 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))
8) Fireball (Type: Fire, 25 SP. Attenuated 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)


Name : Tlaloc
Level: 30
MaxHP: 124
MaxSP: 100

Strength: 28
Magic   : 72
Vitality: 48
Agility : 28
Cunning : 24

Immune: Ice Electricity Dark
Weak  : Fire Light

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
7) 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))
8) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)


Name : Shojo
Level: 31
MaxHP: 120
MaxSP: 125

Strength: 41
Magic   : 50
Vitality: 49
Agility : 16
Cunning : 49

Resist: Ice Body
Weak  : Electricity

Abilities Known:
1) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
4) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)


Name : Stormy Raiju
Level: 27
MaxHP: 86
MaxSP: 125

Strength: 18
Magic   : 63
Vitality: 18
Agility : 49
Cunning : 37

Immune: Electricity
Resist: Fire Ice
Weak  : Mind

Abilities Known:
1) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
2) Full Power (Type: Electricity, Passive. Increases your chance to apply Shock by 200% of the original chance when your SP is 100 or higher. (This is checked before casting costs are deducted.))
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Arcing Touch (Type: Electricity, 20 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
6) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
7) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
8) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has an 8% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)


Name : Sainted Aitvaras
Level: 26
MaxHP: 104
MaxSP: 100

Strength: 17
Magic   : 71
Vitality: 29
Agility : 23
Cunning : 40

Immune: Light
Resist: Fire Dark
Weak  : Ice

Abilities Known:
1) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
2) 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.)
3) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
4) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, and reactions).)
5) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
6) Unholy Word (Type: Dark, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Cooldown: Breath (4))
7) Holy Word (Type: Light, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Cooldown: Breath (4))
8) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))


Name : Baba Yaga
Level: 31
MaxHP: 113
MaxSP: 100

Strength: 16
Magic   : 68
Vitality: 35
Agility : 19
Cunning : 67

Immune: Mind Dark
Resist: Ice Light
Weak  : Fire

Abilities Known:
1) Vigor Steal (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) 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.)
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) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 33% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
5) 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.)
6) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
7) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Light, Dark, or Debuff status effect. (Poison stacking does not count as a new effect.))
8) Vitiate Host (Type: Debuff, 40 SP. 70% chance to reduce defense and evasion by 20%.)



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

 Baba Yaga looks healthier.
 The mulassa launches a flame blast at you.
 The mulassa misses you.
 The mulassa launches a flame blast at Baba
 Yaga. The mulassa burns Baba Yaga.
 It's super effective!
 Baba Yaga is no longer chilled.
 You are still charmed!
 You cool down!
 The yuki-onna ignores the attack!
 Your yuki-onna hammers the mulassa.
 Your yuki-onna hammers the yuki-onna.
 Your yuki-onna hammers the mulassa.
 The yuki-onna ignores the attack!
 Your yuki-onna freezes the mulassa.
 It's super effective!
 Your yuki-onna looks refreshed.
 The yuki-onna ignores the attack!
 The mulassa starts shivering!
 Your yuki-onna looks refreshed.
 Baba Yaga gestures widely.
 Baba Yaga freezes the mulassa.
 It's super effective!
 The yuki-onna ignores the attack! (x2)
 Baba Yaga freezes the mulassa.
 It's super effective!
 The mulassa will be shivering longer!
 The mulassa starts shivering!
 You block the yuki-onna's attack!
 The yuki-onna blinks towards you.
 You stagger.
 The yuki-onna hits you.
 The yuki-onna looks refreshed.
 The yuki-onna hits your yuki-onna.
 Tlaloc meditates. Tlaloc looks refreshed.
 The mulassa launches a flame blast at you.
 The mulassa burns you.
 You are set on fire!
 The mulassa launches a flame blast at Baba
 Yaga. The mulassa burns Baba Yaga.
 It's super effective!
 Baba Yaga is set on fire!
 Your yuki-onna hammers the mulassa.
 Your yuki-onna hammers the yuki-onna. (x2)
 The yuki-onna ignores the attack! (x4)
 Your yuki-onna looks refreshed.
 The yuki-onna hits you.
 The yuki-onna looks refreshed.
 The yuki-onna hits you.
 You die...



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

Name : Zagh
Level: 15
MaxHP: 66
MaxSP: 100

Strength: 10
Magic   : 40
Vitality: 20
Agility : 25
Cunning : 30

Immune: Mind Light
Weak  : Fire Dark

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 Rain (Type: Healing, 35 SP. 105 Power heal.)
6) ------------
7) ------------
8) ------------


Name : Vampire
Level: 27
MaxHP: 100
MaxSP: 100

Strength: 33
Magic   : 29
Vitality: 33
Agility : 45
Cunning : 45

Resist: Body Mind Dark
Weak  : Fire Light

Abilities Known:
1) Vampiric Bite (Type: Pierce, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
4) Hypnotic Glare (Type: Mind, 25 SP. 50% chance to inflict Sleep on enemies, preventing them from acting for several turns or until damaged. Cooldown: Presence (9))
5) Unholy Word (Type: Dark, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Cooldown: Breath (4))
6) Demon's Mien (Type: Dark, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Dark.)
7) ------------
8) ------------


Name : Ikiryo
Level: 27
MaxHP: 99
MaxSP: 100

Strength: 26
Magic   : 67
Vitality: 52
Agility : 26
Cunning : 14

Immune: Ice Body
Resist: Slash Impact Pierce Fire
Weak  : Electricity Mind Light Dark

Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing, SP restoration, and MaxHP bonuses from drains and abilities that heal based on damage dealt or restore SP based on SP drained.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Yuki-onna
Level: 27
MaxHP: 103
MaxSP: 100

Strength: 30
Magic   : 56
Vitality: 29
Agility : 29
Cunning : 41

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) 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))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) ------------
7) ------------
8) ------------


Name : Ikiryo
Level: 28
MaxHP: 102
MaxSP: 100

Strength: 26
Magic   : 69
Vitality: 54
Agility : 26
Cunning : 15

Immune: Ice Body
Resist: Slash Impact Pierce Fire
Weak  : Electricity Mind Light Dark

Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing, SP restoration, and MaxHP bonuses from drains and abilities that heal based on damage dealt or restore SP based on SP drained.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Death worm
Level: 30
MaxHP: 110
MaxSP: 100

Strength: 40
Magic   : 52
Vitality: 40
Agility : 28
Cunning : 40

Immune: Electricity Body
Resist: Fire Mind
Weak  : Ice

Abilities Known:
1) Chain Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn.)
2) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)
3) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
4) Exterminate (Type: Body, 15 SP. Only affects characters that are Infected, Poisoned, or Paralyzed. 130 Power attack, but misses if the damage would not be fatal.)
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) ------------
7) ------------
8) ------------


Name : Vile Tuofei
Level: 24
MaxHP: 90
MaxSP: 100

Strength: 16
Magic   : 58
Vitality: 22
Agility : 41
Cunning : 33

Immune: Ice
Resist: Fire Electricity Body
Weak  : 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) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
3) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
4) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10%.)
5) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed by 12%. Cannot miss.)
6) Desiccation (Type: None, Passive. Improves the effectiveness of your SP reduction effects by 50%.)
7) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
8) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)


Name : Fatewarper Shikome
Level: 30
MaxHP: 113
MaxSP: 100

Strength: 16
Magic   : 55
Vitality: 25
Agility : 32
Cunning : 72

Immune: Dark
Resist: Ice Body
Weak  : Mind Light

Abilities Known:
1) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) Horrible Glare (Type: Mind, 15 SP. Only affects enemies. Four 40% chances to delay the next turn of the targets. Cooldown: Presence (6))
3) Possess (Type: Dark, 30 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 (5))
4) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
5) Vitiate Host (Type: Debuff, 40 SP. 70% chance to reduce defense and evasion by 20%.)
6) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Light, Dark, or Debuff status effect. (Poison stacking does not count as a new effect.))
7) ------------
8) ------------

 

This time I got chain charmed by Yuki-Onna and set ablaze by new fiery lvl30 dragons. Didn't have my healer with calm out because he was taking a break after losing about 50% of his maxhp to Shikome. Baba Yaga tried to save me with lucky aid, but I wasn't lucky enough to get the right effect. By the way, kudos for making negotiation with Baba Yaga very... authentic.. hehehe...
Welp, one day I'll learn to copy eternal glory to myself when things get scary.
Tried to do a build dedicated to draining SP, but I feel like last nerf was a bit too strong. 10% of current SP isn't much at all, especially now that there are a couple of new ways to regen SP and body/ice resistances are rather common and often appear on demons at the same time. Maybe instead of just adding % to drain value you should rearrange some numbers e.g. make frostbite ~15%, bites and touches ~20%, etc. I do agree that plain 10SP removal was a bit too much, but now as soon as target hits certain SP threshold draining effects become useless.
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Posts: 204
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Mon Apr 03, 2017 11:58 pm

Ooof, no! Tower:22! Holy crap that's close :o Well, at least 2/3 of the new top floors have some ghosts now...

I want to ask for a clarification on the chain-Charming: Were you getting at least one normal turn between each Charm? Those sorts of effects are supposed to only end at the start of your turns, which should assure you one shot of normal action at minimum every few turns.

Oh, so you'd heard of Baba Yaga before? :D Are you from a part of the world where her stories are common then, or had you just heard of her by chance? I'm always interested to hear what people familiar with the various myths and legends I pull in thing of my versions of them. :D I'm glad you approve of Baba Yaga, in any case. :)

SP draining is a new thing. :) If I'm being honest, I must confess that I rarely seem to get new things entirely right on the first try. :D That said, I do note your character was using relatively low SP-drain SP drain effects: there are already multiple effects in the game that drain 15, 20, and even 25% SP. :D This may be more a problem of access than existence: I admit few demons use these abilities, leaving Body modifiers as the main way to get them.
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Ferret
 
Posts: 1715
Joined: Tue Sep 16, 2014 3:18 pm

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