Tried to do an Orb build with all elemental darts and kiting but failed miserably, mostly due to my greed and desire to full clear everything. Anomaly 3 and Turdak's sanctum now have 2 more ghosts.
Then I did a run with Mask and needles and it worked out pretty well.
- Code: Select all
Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 8/16/2017 2:48:48 PM
Summoner Darter...
was chosen by the Vodun Mask,
selected Pierce and Pierce as their starting elements,
has earned a score of 64660,
is currently at Tower:23,
and is quite dead!
--==== Main Character ====--
Name : Darter
Level: 31
MaxHP: 128
MaxSP: 100
Strength: 88
Magic : 4
Vitality: 13
Agility : 78
Cunning : 47
Resist: Body
Weak : Light
Abilities Known:
1) Needle Shot (Type: Pierce, 15 SP. 70 Power attack.)
2) Numbing Needle (Type: Pierce, 25 SP. 70 Power attack. Has a 50% chance to inflict Paralysis, causing the target to frequently miss their turns.)
3) 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).)
4) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
5) 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).)
6) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
7) 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))
8) 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.)
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.)
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.))
Quick Summon (Your first Summon each turn is a free action (can use Summon as a normal action afterwards.))
Inventory:
3 Magic map
4 Peace offering
1 Blizzard rune
1 Chakra gem
5 Chakra stone
1 Venom rune
2 Pure stone
1 Pain glyph
2 Orange essence
8 Heal stone
1 Gold offering
1 Heal gem
1 Guardian gem
1 Pure gem
1 Zephyr card
Current Credits: 8789
Codex Daemonium Completion
Shared Codex : 133 / 135 (98% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 1 0 0 7* 0
Impact 1 0 0 7* 0
Pierce 1* 0 0 7* 0
Fire 0 1 1 4* 1
Ice 1 0 2 5* 0
Electricity 2 1 1 2* 3
Body 0 0 6* 1 0
Mind 0 0 3 4* 0
Light 1 2 1 2 2*
Dark 1 0 3 2* 2
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Warded Oni
Level: 27
MaxHP: 130
MaxSP: 100
Strength: 51
Magic : 12
Vitality: 66
Agility : 33
Cunning : 23
Resist: Fire Body Dark
Weak : Electricity Light
Abilities Known:
1) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce defense by 20%.)
2) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
3) 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).)
4) 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.)
5) Ready Block (Type: Defense, Passive. If your last action was a Melee or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
6) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
7) 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))
8) Clobber (Type: Impact, 5 SP. 100 Power attack. Half normal accuracy.)
Name : Brewmaster Unicorn
Level: 29
MaxHP: 113
MaxSP: 100
Strength: 28
Magic : 60
Vitality: 38
Agility : 28
Cunning : 41
Immune: Light
Resist: Body Mind
Weak : 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) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) 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))
Name : Gluttonous Shojo
Level: 30
MaxHP: 130
MaxSP: 100
Strength: 34
Magic : 58
Vitality: 57
Agility : 11
Cunning : 40
Resist: Ice Body Dark
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) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
7) Dark Gift (Type: Healing, 15 SP. Cannot target characters weak to Dark. 60-130 Power heal, based on the target's Dark resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Dark (2))
8) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
Name : Fulgur Leib-olmai
Level: 31
MaxHP: 113
MaxSP: 100
Strength: 58
Magic : 55
Vitality: 38
Agility : 34
Cunning : 20
Immune: Electricity
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 (3))
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) Chain Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
7) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
8) Glaciate Air (Type: Ice, 35 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
Name : Destined Ruler
Level: 31
MaxHP: 122
MaxSP: 125
Strength: 29
Magic : 62
Vitality: 45
Agility : 28
Cunning : 41
Immune: Light
Resist: Electricity Mind
Weak : Dark
Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
5) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
6) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
7) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
8) Chain Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
Name : Sulfuric Mummy
Level: 27
MaxHP: 119
MaxSP: 100
Strength: 18
Magic : 51
Vitality: 54
Agility : 25
Cunning : 37
Immune: Fire
Resist: Body Light Dark
Weak : Electricity
Abilities Known:
1) Vitiating Grasp (Type: Debuff, 15 SP. 85% chance to reduce defense and evasion by 20%.)
2) Accursed Veil (Type: Dark, Reactive. 35% chance to inflict Pariah on adjacent characters that deal damage to you, causing the target's allies to take damage when the target does (excluding reactions).)
3) Judge's Veil (Type: Light, Reactive. 35% chance to inflict Guilt on adjacent characters that deal damage to you, healing those who damage the targets (excluding reactions).)
4) Demon's Mien (Type: Dark, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Dark.)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) 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.))
7) 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.)
8) Defile Touch (Type: Dark, 30 SP. 85 Power attack, followed by a 130 Power attack dealt as MaxHP damage that cannot reduce MaxHP below the target's current HP.)
--==== Recent Messages ====--
The leib-olmai looks guilty!
The leib-olmai looks worried!
Your leib-olmai is no longer regenerating.
Your shojo gestures at your mummy.
Your mummy begins to regenerate!
Using Needle Shot...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You shoot a needle at the leib-olmai.
You hit the leib-olmai.
The leib-olmai cringes!
Your mummy gestures at the leib-olmai.
The leib-olmai looks vulnerable!
The leib-olmai looks less evasive!
Your leib-olmai claws the leib-olmai.
It's super effective!
The leib-olmai emits a blast of electricity.
The leib-olmai shocks your shojo.
It's super effective!
Your leib-olmai ignores the attack!
The leib-olmai misses your mummy.
Your shojo hits the leib-olmai.
It's super effective!
Your shojo looks healthier.
Using Needle Shot...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You shoot a needle at the leib-olmai.
You hit the leib-olmai.
It's super effective!
You kill the leib-olmai!!
Your shojo gestures at you.
You begin to regenerate!
You begin resting.
Your shojo is no longer regenerating.
Your mummy is no longer regenerating.
You are no longer regenerating.
You continue resting to restore your
inactive allies.
Rest complete, but you must defeat enemies
to restore you and your allies' missing
Maximum HP.
There is a shimmering portal to Victory
here. Press 'p', '<', or '>' to change
levels.
Are you sure you want to abandon the current
game? If so, re-enter your summoner's name.
You quit...
--==== Recently Slain Allies ====--
Name : Fulgur Scarab
Level: 18
MaxHP: 66
MaxSP: 100
Strength: 18
Magic : 34
Vitality: 32
Agility : 42
Cunning : 14
Immune: Electricity Light Dark
Resist: Slash Pierce
Weak : Impact
Abilities Known:
1) Gift of Life (Type: Healing, 10 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Then, transfers up to 15 SP to the target. Free action. Cooldown: Cantrip (1))
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
6) Storm Strike (Type: Electricity, 20 SP. 85 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.)
7) Chain Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
8) ------------
Name : Virtue
Level: 35
MaxHP: 106
MaxSP: 100
Strength: 18
Magic : 108
Vitality: 18
Agility : 27
Cunning : 54
Immune: Light
Resist: Fire Electricity Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (1))
3) Lux (Type: Light, 25 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) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
6) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
7) Gift of Life (Type: Healing, 10 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Then, transfers up to 15 SP to the target. Free action. Cooldown: Cantrip (1))
8) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
Name : Firekin Scarab
Level: 27
MaxHP: 89
MaxSP: 100
Strength: 33
Magic : 33
Vitality: 45
Agility : 48
Cunning : 26
Immune: Fire Light Dark
Resist: Slash Pierce
Weak : Impact
Abilities Known:
1) Gift of Life (Type: Healing, 10 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Then, transfers up to 15 SP to the target. Free action. Cooldown: Cantrip (1))
2) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
5) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
6) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
7) 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.)
8) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
Name : Gelidus Leib-olmai
Level: 29
MaxHP: 118
MaxSP: 100
Strength: 55
Magic : 52
Vitality: 44
Agility : 32
Cunning : 12
Immune: Ice
Resist: 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 (3))
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) Glaciate Air (Type: Ice, 35 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
7) 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.)
8) ------------
Name : Immortal Ikiryo
Level: 24
MaxHP: 109
MaxSP: 100
Strength: 19
Magic : 50
Vitality: 64
Agility : 27
Cunning : 10
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) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) ------------
8) ------------
Name : Fel Abatwa
Level: 29
MaxHP: 115
MaxSP: 100
Strength: 22
Magic : 41
Vitality: 31
Agility : 44
Cunning : 57
Immune: Dark
Resist: Electricity Mind
Weak : Fire Ice Body
Abilities Known:
1) Poison Needle (Type: Pierce, 20 SP. 70 Power attack. Has a 70% chance to inflict Poison, causing damage over time (can stack three times).)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) Defile Touch (Type: Dark, 30 SP. 85 Power attack, followed by a 130 Power attack dealt as MaxHP damage that cannot reduce MaxHP below the target's current HP.)
6) Dark Veil (Type: Dark, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
7) ------------
8) ------------
In early game I was giving low profile to every melee demon I had. Such subtle and usually overlooked ability turned out very strong. Only smiters and teleporting enemies were able to do damage to me, while I was meatshielded by my allies. In Anomaly 3 I fought Madevra and Zaji, which is very unusual. It took 3 tries to take out Madevra. First encounter cost me my Nero and I didn't have a back up healer, so I had to retreat. It was pretty easy thanks to far summon and swiftness. Then I recruited profane fotia with Spoil Touch and Demon's mien. Came back to Madevra and drained some of her maxHP, then all my allies got down to red health and I had to kite Madevra around until natural regeneration restored most of their hp. I left Gi as a bait and escaped from her again. MaxHP drain strats are effective but extremely boring, so I went to explore the rest of the level in hopes of finding some credits for restoration of my Nero. Decided to take on Zaji during my exploration and he barely did anything
I paralyzed and poisoned him with my first shot, then infected him and proceeded to fill him with needles. I wish Madevra was that easy
. Later I restored my Nero and with sustainable healing managed to take out Madevra.
Paracelsus melted really fast this time, demon's mien and spoil touch absolutely destroyed him.
I managed to keep demons with demon's mien alive and copied to the first mummy I found. Also gave innocence from Eloko to it. With that setup Mummy became even more of an Angel buster than they usually are.
At one point my party was very weak to fire, I had Eloko, Ehlose, Mummy, Ninkasi. And of course game had to spawn a lot of Jinn and Demas at that point. So I turned my Mummy into Sulfuric and replaced Ehlose with Oni, switching fire weakness for electricity weakness.
I wish I kept some of those fire skill that Mummy got from modification because later I encountered Breska with Mindbender Ehlose armor and Baphomet in his party
. He also had a lot of healing. I had to flee from the first fight - I lost my Oni very fast, even diehard didn't save him and Breska's positioning was very good, he had all his supports behind him and could use grand cleave on my demons. And Baphomet with Pyre Rite was keeping their SP high. After clearing the rest of the floor I decided to try again and used a lot of consumables in the process. It was a hard fight, but I managed to defeat him. Decided to recruit Baphomet for his ranged attack and extra healing.
Sadly, he was overusing Inspire way too often, mostly on me. When I couldn't even do anything because I had no SP didn't have any enemies in sight
. One particular annoying case happened when I recruited Ruler before killing rest of his buddies. After the link I was low on MaxHP and didn't had anyone summoned. It was a pack of some Yali and 2 Rulers. So after negotiation I put Oni in front of me to tank Yalis leaps, Baphomet behind me so he could heal us with pyre rite or do some damage to yali's. He decided to do neither and kept using Inspire on me. Because of that I ran out of SP very fast (I already had ever ready instead of bloodlust at that point, so his inspiration wasn't doing any good for my SP regeneration) and have to step back from that one Ruler's range. Baphomet still was using Inspire on me.
Well, at least I recovered my maxHP a bit faster that way (I was purestoning myself in the corner while Oni was heroically fighting off 3 Yali's without any help).
Oh I also recruited both Pele and Kamapua'a in that run, thanks to gold offering. Did it just for completion of codex. Honestly, I don't see any reason to take him over Pele. He's just a Chachapuma with healing rain
And on top of that, heroic Pele is actually really scary. Plus I can't control Kama during his link so he is very likely can get charmed by Pele's veil or burnt to a crisp. Maybe Kapamua'a could use a buff, because right now that link is very one sided.
Fought only 2 wraiths on later floors, one of them was recent Saler's crown of glory run. At that point I had access to chain lightning and 2 demons who were using it. Because of crown wraith's weaknesses to body and lightning Saler got paralyzed by my darts and electrocuted by my pocket cannons in no time.
Second one was Fist wraith called Shin, He was immune to electricity so that tactic didn't work, but he was weak to fire and ice and I had like 6 glyphs left so he went down pretty fast as well.
On tower 23 I used Mirror chime and defeated my wraith without using any consumables. btw I am currently using original tile set and Mask wraith looks very cool, unlike that potato sack with a mask from Geminimax
Also I really like cat demons from original set. And Ikiryo.
That's all interesting moments from that run.
This one was hand of the dead run.
- Code: Select all
Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 8/18/2017 10:36:52 PM
Summoner Bad touch ...
was chosen by the Hand of the Dead,
selected Dark and Dark as their starting elements,
has earned a score of 63383,
is currently at Tower:23,
and is quite dead!
--==== Main Character ====--
Name : Bad touch
Level: 31
MaxHP: 128
MaxSP: 100
Strength: 9
Magic : 80
Vitality: 30
Agility : 54
Cunning : 42
Resist: Fire Light Dark
Weak : Ice
Abilities Known:
1) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) Fester Touch (Type: Dark, 25 SP. 70 Power attack, followed by a 105 Power attack dealt as MaxHP damage that cannot reduce MaxHP below the target's current HP.)
3) Emit Light (Type: Light, 5 SP. 55 Power attack. Cannot miss.)
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) 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.))
7) 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.)
8) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
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).)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)
Inventory:
2 Zephyr card
2 Night rune
3 Venom rune
3 Bronze offering
8 Chakra stone
2 Mirror chime
6 Pain glyph
3 Frost glyph
2 Curse rune
2 Heart glyph
1 Blizzard rune
1 Might gem
4 Heal stone
2 Pure stone
1 Guardian gem
Current Credits: 16064
Codex Daemonium Completion
Shared Codex : 133 / 135 (98% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 2 0 0 8* 0
Impact 2 0 1 7* 0
Pierce 2 0 0 8* 0
Fire 0 0 2* 4 2
Ice 0 0 2 4 2*
Electricity 2 1 1 4* 2
Body 2 2 2 4* 0
Mind 2 0 3 3* 2
Light 2* 2 1* 3 2
Dark 3* 0 2* 4 2
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Deadly Shoggoth
Level: 29
MaxHP: 127
MaxSP: 100
Strength: 67
Magic : 12
Vitality: 44
Agility : 33
Cunning : 39
Resist: Impact Ice
Weak : Fire Mind
Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 50% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
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) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) Ghost Bite (Type: Pierce, 10 SP. 70 Power attack.)
6) 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.)
7) Witch Cut (Type: Slash, 15 SP. 70 Power attack. Has a 50% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
8) 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.)
Name : Stormkin Raiju
Level: 27
MaxHP: 96
MaxSP: 100
Strength: 29
Magic : 45
Vitality: 29
Agility : 45
Cunning : 37
Immune: Electricity
Resist: Fire
Weak : Ice Mind
Abilities Known:
1) 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))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Arcing Touch (Type: Electricity, 20 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
6) Volt Thrust (Type: Pierce, 10 SP. 100 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) 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.)
Name : Brewmaster Shojo
Level: 30
MaxHP: 123
MaxSP: 100
Strength: 32
Magic : 55
Vitality: 46
Agility : 12
Cunning : 55
Resist: Ice Body Mind
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) Envenom Host (Type: Body, 20 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
4) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
5) Sentinel's Cry (Type: Buff, 35 SP. Briefly improves defense and evasion by 25% for you and your allies. Cooldown: Presence (3))
6) 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.)
7) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
Name : Hunter Kuchisake
Level: 30
MaxHP: 125
MaxSP: 100
Strength: 42
Magic : 16
Vitality: 32
Agility : 52
Cunning : 58
Immune: Body
Weak : Electricity Light
Abilities Known:
1) 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))
2) Madness Glare (Type: Mind, 25 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
3) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
4) 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.)
5) 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.)
6) 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.)
7) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
8) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
Name : Ruler
Level: 32
MaxHP: 113
MaxSP: 125
Strength: 29
Magic : 64
Vitality: 46
Agility : 29
Cunning : 42
Immune: Light
Resist: Electricity Mind
Weak : Dark
Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
3) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 10, and if you start your turn with a Light or Dark cooldown of 2 or less, it is cleared.)
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) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
Name : Foul Druj nasu
Level: 26
MaxHP: 112
MaxSP: 100
Strength: 11
Magic : 29
Vitality: 35
Agility : 11
Cunning : 94
Immune: Body
Resist: Dark
Weak : Fire Light
Abilities Known:
1) Corrupt (Type: Body, 15 SP. 85% chance to inflict Infection, which prevents most HP and SP recovery.)
2) Sepsis Wave (Type: Body, 20 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times).)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 85% chance to Infect an enemy near the target, preventing most HP and SP recovery. Free action. Cooldown: Cantrip (3))
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) 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) Mind Twist (Type: Mind, 20 SP. 40 Power attack. Has a 50% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cannot miss.)
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 (Type: Debuff, 30 SP. 85% chance to reduce defense and evasion by 20%.)
Name : Brewmaster Unicorn
Level: 28
MaxHP: 110
MaxSP: 100
Strength: 27
Magic : 59
Vitality: 37
Agility : 27
Cunning : 40
Immune: Light
Resist: Body Mind
Weak : 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) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Soothe Host (Type: Healing, 25 SP. Only affects characters whose HP is more than 50% of their maximum. 105 Power heal.)
--==== Recent Messages ====--
The shoggoth is no longer on fire.
The raiju throws a frost arrow at your
ruler. The raiju freezes your ruler.
Your ruler starts shivering!
Your unicorn gestures at your ruler.
Your ruler looks healthier.
The polong hits your raiju.
The polong looks refreshed.
Your raiju shocks the polong.
It's super effective!
Your raiju shocks the shoggoth.
The raiju ignores the attack!
Your raiju shocks IBringLight.
It's super effective!
The shoggoth begins to regenerate!
Your ruler gestures at your unicorn.
Your unicorn looks healthier.
Using Fester Touch...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You wither the raiju.
You sap the raiju's vigor!
The raiju is stunned!
IBringLight hits you.
The shoggoth spears you.
Your relic struggles to keep you alive!
Your unicorn is out of control!
Your unicorn chants while pointing at you.
Nothing happens. The polong psi-blasts you.
Your relic struggles to keep you alive!
You stagger. Your raiju is out of control!
Your raiju shocks the polong.
It's super effective!
Your raiju shocks the shoggoth.
The raiju ignores the attack!
Your raiju shocks IBringLight.
It's super effective!
The raiju is no longer stunned.
The raiju misses you.
Your ruler misses the raiju.
IBringLight unsummons the polong!
IBringLight summons the zagh!
IBringLight shocks you.
Your relic struggles to keep you alive!
IBringLight is charmed!
IBringLight is still charmed!
IBringLight hits the raiju.
The shoggoth spears you.
You die...
--==== Recently Slain Allies ====--
Name : Destined Leib-olmai
Level: 29
MaxHP: 119
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 (3))
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) Sentinel's Cry (Type: Buff, 35 SP. Briefly improves defense and evasion by 25% for you and your allies. Cooldown: Presence (3))
7) 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.)
8) ------------
Name : Leib-olmai
Level: 29
MaxHP: 107
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 (3))
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) ------------
Name : Fulgur Leib-olmai
Level: 29
MaxHP: 108
MaxSP: 100
Strength: 55
Magic : 52
Vitality: 37
Agility : 32
Cunning : 19
Immune: Electricity
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 (3))
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) Shock Blast (Type: Electricity, 25 SP. 100 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
7) Thunderous (Type: Electricity, Passive. Shocking a target also has a 70% chance to delay the next turn of nearby enemies.)
8) ------------
Name : Leib-olmai
Level: 29
MaxHP: 107
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 (3))
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) ------------
Name : Pixie
Level: 27
MaxHP: 98
MaxSP: 100
Strength: 14
Magic : 52
Vitality: 22
Agility : 45
Cunning : 52
Resist: Mind
Weak : Body
Abilities Known:
1) Muddle (Type: Mind, 30 SP. 70% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 50% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
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) Lucky Star (Type: None, Passive. You only have a 1 in N chance of triggering Luck cooldowns, where N is the number of Luck cooldown abilities you have.)
5) ------------
6) ------------
7) ------------
8) ------------
Name : Destined Shikome
Level: 30
MaxHP: 115
MaxSP: 100
Strength: 20
Magic : 68
Vitality: 32
Agility : 40
Cunning : 40
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) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
6) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
7) ------------
8) ------------
Name : Leib-olmai
Level: 29
MaxHP: 107
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 (3))
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) ------------
Name : Pele
Level: 28
MaxHP: 115
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 35% 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 35% 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) ------------
Got soul armor as my first upgrade to avoid getting muted or smited to death. In anomaly I recruited Shoggoth, had to feed 4 allies to it, but it was worth it.
Got emit light from corpse on tower 1 and kept it for the entire run. I had a chance to replace it with emit lumin, but that would mess with my dark cooldown from haunt.
Can't really remember any noteworthy moments from that run. Well, Jayle had Reprobus and Pele in her party, that was fun. In a fight against incubi and banshee I got absolutely bodyblocked by them and kept charming them with alluring veil, but incubi were also charming me, that was pretty silly
It's funny how if a charmed target charms its former friend they don't become friends among each other, it's like they keep fighting for the right to be with you
Died my own ghost on tower 23. His positioning was better than mine, his polong managed to absolutely negate our hunter's cries with wither host, Polar Raiju was hitting my party with sudden chill and Shoggoth who was hiding behind wraith itself kept spearing and infecting me.
Can't say that it was a hard fight and I did kill 2 of his demons right away, but quick summon+quick dismiss is very strong( I had neither) and the spawn position of his demons was very favorable for him.
Can't wait for the new matter update. I've read some posts from devblog and I wonder if there will be stationary turret like enemies, because some of those plant monsters are immobile. Especially that lamb plant, even legend says that they are tend to die after they've eaten all grass around them because they cant move. I doubt that giant man devouring plans can walk either. So how that will be implemented?
New status effects look pretty interesting too. Looks like matter will be another source of mute. I wonder how blind will work. Is it just a giant acc and evd down? Or blinded targets really won't be able to see what's going on. How AI will act in that case? So many questions