My first ghost on 20+ tower

The tower awaits!

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Mon Nov 06, 2017 6:11 pm

It's been a while since I posted here, mostly because I was either streaming my runs or losing save files to corruption. But the last one went pretty ok.
Code: Select all
 Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 11/6/2017 8:15:37 PM


Summoner Sniper...
was chosen by the Crown of Glory,
selected Buff and Light as their starting elements,
has earned a score of 56898,
is currently at Tower:22,
and is quite dead!



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

Name : Sniper
Level: 29
MaxHP: 125
MaxSP: 100

Strength: 45
Magic   : 69
Vitality: 16
Agility : 69
Cunning : 6

Resist: Light
Weak  : Dark

Abilities Known:
1) Storm Needle (Type: Pierce, 15 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Hail Shot (Type: Ice, 20 SP. 70 Power attack split between Ice and Impact; both the Ice and Impact damage are based on Magic. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
6) Hand of Light (Type: Light, Passive. Your Slash, Impact, and Pierce attacks that damage targets weak to Light also deal a 85 Power Light attack if the additional damage would be fatal to the target.)
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) Aurastrike (Type: None, Passive. If your last action was a Fire, Electricity, or Ice ability, adds damage and a chance of a special effect of that type to Slash, Impact, and Pierce attacks.)

Relic Upgrades:
Quick Summon (Your first Summon each turn is a free action (can use Summon as a normal action afterwards.))
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Transpose Soul (Unlocks the Transpose Soul transmutation, which lets you sacrifice a demon to choose and learn one of the bonus abilities from the modifier it would pass if used with Fuse Demons.)
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Far Summon I (Increases the range of Summon by 2.)

Inventory:
4 Zephyr card
2 Magic map
1 Peace offering
2 Calm card
8 Heal gem
8 Chakra stone
1 Ghost chime
3 Venom rune
8 Pure stone
1 Flame glyph
2 Tempest rune
17 Heal stone
1 Night rune
2 Chakra gem
3 Pure gem
1 Trouble chime
1 Red essence
2 Bolt glyph
1 Frost glyph
2 Pain glyph
1 Mirror chime
1 Green essence

Current Credits: 5346

Codex Daemonium Completion
Shared Codex   : 42 / 135 (31% complete)



--==== Party Overview  ====--

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

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



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

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) 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) ------------


Name : Oni
Level: 26
MaxHP: 104
MaxSP: 100

Strength: 62
Magic   : 14
Vitality: 47
Agility : 29
Cunning : 28

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) 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.)
6) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
7) 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.)
8) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)


Name : Unicorn
Level: 27
MaxHP: 108
MaxSP: 100

Strength: 33
Magic   : 52
Vitality: 37
Agility : 33
Cunning : 30

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) 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 : Immortal Leib-olmai
Level: 31
MaxHP: 120
MaxSP: 100

Strength: 58
Magic   : 32
Vitality: 68
Agility : 35
Cunning : 12

Resist: Slash Impact Pierce 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) 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.)
7) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
8) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)


Name : Banshee
Level: 26
MaxHP: 83
MaxSP: 100

Strength: 14
Magic   : 66
Vitality: 29
Agility : 28
Cunning : 43

Immune: Body
Resist: Slash Impact Pierce Ice
Weak  : Electricity

Abilities Known:
1) Mind Howl (Type: Mind, 30 SP. 55 Power attack, enemies only. Cannot miss.)
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
4) 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))
5) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
6) 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.)
7) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
8) 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.)



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

 The yuki-onna hits your aitvaras.
 The yuki-onna looks refreshed.
 The yuki-onna freezes you.
 Your relic struggles to keep you alive!
 You feel like you will be cold longer!
 The yuki-onna looks refreshed.
 Your banshee fumbles around uselessly!
 The mulassa bites your aitvaras.
 Your aitvaras gestures at you.
 Your aitvaras drains itself.
 You feel better.
 Your aitvaras is out of control!
 Your aitvaras smites the yuki-onna.
 The mulassa launches a flame blast at you.
 The mulassa burns you.
 Your relic struggles to keep you alive!
 You are set on fire!
 Your leib-olmai rends the yuki-onna.
 Your leib-olmai kills the yuki-onna!!
 Your banshee reaches Level 26!
 Your relic struggles to keep you alive!
 Using Activate Link...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Failing this link attempt will have serious
 consequences! Are you ready to proceed? (Y
 or N)
 You attempt to link with the yuki-onna...
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You are out of control!
 You use the pure stone.
 Your banshee calms down.
 The yuki-onna freezes your aitvaras.
 It's super effective!
 The yuki-onna kills your aitvaras!!
 The yuki-onna looks refreshed.
 Your yuki-onna blinks towards the yuki-onna.
 The yuki-onna staggers.
 Your yuki-onna hits the mulassa.
 Your banshee swaps places with your
 leib-olmai.
 The mulassa bites your yuki-onna.
 Your defense returns to normal.
 The mulassa launches a flame blast at you.
 The mulassa burns you.
 You die...



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

Name : Baleful Zagh
Level: 21
MaxHP: 83
MaxSP: 100

Strength: 10
Magic   : 55
Vitality: 20
Agility : 25
Cunning : 45

Immune: Mind Light Dark
Weak  : Fire

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss.)
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 (1))
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) 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.)
6) 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.)
7) Priesthood (Type: None, Passive. Reduces Light and Dark cooldowns by 1 (minimum 0.) Cooldowns reduced to 0 by Priesthood are removed from the ability and no longer restrict its usage.)
8) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)


Name : Hulking Archangel
Level: 22
MaxHP: 95
MaxSP: 100

Strength: 50
Magic   : 20
Vitality: 32
Agility : 38
Cunning : 20

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) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
6) Smash (Type: Impact, 10 SP. 85 Power attack.)
7) ------------
8) ------------


Name : Virtue
Level: 32
MaxHP: 100
MaxSP: 100

Strength: 16
Magic   : 102
Vitality: 16
Agility : 25
Cunning : 51

Immune: Light
Resist: Fire Electricity Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
3) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (1))
4) 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))
5) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
6) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
7) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Immortal Polong
Level: 25
MaxHP: 94
MaxSP: 100

Strength: 11
Magic   : 40
Vitality: 42
Agility : 37
Cunning : 45

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

Abilities Known:
1) Major Pain (Type: Mind, 25 SP. 55 Power attack. Has two 70% chances to delay the next turn of the target. Cannot miss.)
2) Wither (Type: Debuff, 30 SP. 85% chance to reduce offense and accuracy by 20%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) 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))
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) ------------
8) ------------


Name : Destined Eye killer
Level: 29
MaxHP: 114
MaxSP: 100

Strength: 31
Magic   : 43
Vitality: 27
Agility : 43
Cunning : 51

Immune: Electricity
Resist: Dark
Weak  : Ice Light

Abilities Known:
1) Shock Blast (Type: Electricity, 25 SP. 100 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
3) Flash Shock (Type: Electricity, 10 SP. 40 Power attack. Has a 20% chance to inflict Shock, causing the target to miss their next turn. Free action. Cooldown: Cantrip (3))
4) Muddle Host (Type: Mind, 35 SP. 50% chance to inflict Panic, causing the targets' actions to sometimes be randomized.)
5) Furious Rage (Type: None, Passive. Increases SP regeneration by 200% when your health is at 50% or less of maximum and your last action was a damaging ability.)
6) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
7) Empower (Type: Buff, 25 SP. Improves offense and defense by 25%.)
8) ------------


Name : Holy Aitvaras
Level: 24
MaxHP: 96
MaxSP: 100

Strength: 16
Magic   : 67
Vitality: 27
Agility : 22
Cunning : 38

Resist: Fire Light 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) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
4) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
5) Emit Lumin (Type: Light, 10 SP. 70 Power attack. Cannot miss. Cooldown: Light (1))
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) 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) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)



Another crown electricity/pierce+hand of light build, but this time with ranged attacks only.
Started with buffing slashes just because I never actually used them before and no wonder why - they kinda suck. Duration is too short, sometimes attacks just refresh already applied buffs instead of applying them to other demon :? .
Took Transpose soul as first upgrade because I needed that storm needle. And OF COURSE on the very next level, Ccoa's Sanctum, I met pack of stormsworn enemies with storm needles. Basically I wasted 1 relic upgrade and a bunch of credits right away, not a very good start. Also I copied Vigorous from Ccoa onto me right after recruiting it aaand found Zaji on the next floor, again wasted credits. Decided to take Aurastrike from Zaji just because why not and ended up keeping it for the entire game.
And now the question rain begins :P . How much damage does aurastrike add? Does it matter how strong my initial physical attack is? And what are the chances to apply ignite/shock? Judging by duration of chill from aurastrike (1 turn pfft) I assume it has the same power/application percentages as veils. Also additional damage doesn't proc guilt, tormentor, etc, BUT you still get hit by veils 1 extra time (same with hail shot/icy grasp thingies). I wonder if it reduces ice/fire/electricity cooldowns by 1. And finally, antisynergy with quick summon/dismiss is kind of annoying. And quick question about mind reader: is it flat 13% evasion/accuracy or is it "rich gets richer" situation where it's only good if you have high agility and it raises it by certain percentage but if you have crap agility your bonus will be pitiful as well?

So to get some usage from Aurastrike I decided to copy Hail Shot from Ccoa. And actually my damage output was pretty nice with that setup. Hand of light made anomaly a bit easier. Then usual steamroll for a few levels after anomaly and I find Mordecai. Was 1 turn short of recruiting Reprobus because I started link with him too early and Mordecai was lost somewhere offscreen for 3 turns, even 6 glyphs couldn't deal enough damage in time and I failed. And then I just punched Mordecai in the face and banished him with my hand of light.
Few levels after I made use of Transpose soul for the second (and the last) time - got icebreaker from Barbegazi. Was very quickly disappointed because apparently you can't do super wombo combo with aurastrike-hand of light-icebreaker. There are plenty of enemies with light+ice weakness in the late game actually and way too often they were surviving when they really shouldn't have survived. Doesn't look like extra damage from aurastrike can trigger icebreaker (it looks like it can trigger hand of light tho) and HoL+Icebreaker won't proc if target would die from both but wouldn't from one or another.
Lack of recycle made thing a bit more intense and interesting, but I still used most of my credits on restore demon. This is why my party is so unmodified. I think I revived that Aitvaras twice with credits and once with mirror chime :) It isn't stellar, but I like that souleater+reaper's mien+draw wounds gimmick. Recruited Virtue in Phoenix's Sanctum with bronze offering and for once decided to keep miracle abilities. The healing one clutched me out of sticky situations plenty of times, really want to see how they will be playing out once tower will have more floors, because usually you get Virtue a bit overleveled and because of that it gets XP slower which affects miracle cooldowns (I think?).
Anyway, lost that Virtue to the pack of Yoki-Onnas and Mulassas. Everybody got charmed in that battle but thankfully all my demons knew healing abilities so they just kept healing themselves instead of killing each other. But next pack of same structure got me :x I still insist that a bunch of 27-31 lvls who can charm and use 100 power attack is a bit too much for tower 21-22. But Ferret probably has all this calculated already and according to his numbers everything is perfectly fine.
oneeyedjoe
 
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Re: My first ghost on 20+ tower

Postby wizzzargh » Mon Nov 06, 2017 6:47 pm

A good trick for Yuki-Onna and Mulassa packs is simply to link with one of the Yuki-Onna- then you get charm on your side and probably some heavy ice damage to the Mulassa, or at the very least one less Pink Whisper applied in your direction.
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Posts: 353
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Mon Nov 06, 2017 7:05 pm

I always either forget to do that or don't want to cause distrust.
oneeyedjoe
 
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Re: My first ghost on 20+ tower

Postby Ferret » Wed Nov 08, 2017 4:44 am

Buff slashes have a limited range for the buff: reapplying may be because no other target was in range. But, the short duration might be in play too: the AI treats a "nearly expired" buff as being not there in terms of calculations for whether or not to buff a target.

That said, I still think they might be worth their limitations: it's valuable to get two separate effects out of one ability slot and one action, and I feel like I need to be careful with cases that do that.

Rain of Answers: +25 Power is added of the appropriate element, affected by the Magic stat. The original power of the initial physical attack is irrelevant. The Ignite chance is 20%, the Shock chance is 5%. You weren't far off comparing it to Veils. :) It shouldn't reduce those cooldowns, since it is an added effect, not a new ability. Mind Reader's 13% is a % of what you have without it... but even with the worst Agility your hit rate is base 70%, which it brings up to 79% or so. This makes sense though: what use is seeing it coming if you can't move fast enough to dodge anyway? :D

Yeah, Hand of Light and Icebreaker doesn't stack: though it does try both, so it can help if resistances are different. Probably not usually worth having both just for that though.

Re: Yuki-Onna and Mulassas, I can definitely make mistakes in encounter design and calculations. I don't dispute that's a rough encounter.. but Tower:21+ is the last third of the game so the gloves are pretty much off at that point in terms of what I'm willing to mix together. 24-30 will have some truly nightmarish things (I can't wait to have Thrones in the game, myself. :D )

Thanks for the report as always, and I'm sorry your save files keep getting corrupted. I will make trying to figure out how to safeguard versus that properly a top priority after the Matter build is out the door. :(
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Sat Nov 11, 2017 12:42 pm

Faithful Heart build supporting high agility. For some reason my magic was like 18 from the start even though all my starting abilities relied solely on cunning. In arcadia I managed to recruit Dipsas and Artemis. With acc down and evd up Dipsas was almost untouchable for quite some time and with evd down acc up Artemis almost wasn't missing with her arc shot. She also got silver hand, crippler and poisonous needle from revelation which turned her into a real powerhouse. Sadly I couldn't recruit Vikhor for riposte. I got it later from Turdak anyway with a couple of revelation rolls and gave it to Dipsas. The idea was to have 2 high agility demons with Riposte for the most part and buff them with evasion up while also giving acc down to enemies. But before that I used evd down and acc up to boost Miodchaonin's crappy agility. I got rid of him as soon as I found Turdak. My dodgy duo was killing enemies without "cannot miss" attacks really fast. Everything was going well until I blew most of my credits on Mananangal to get distract host. I guess my revelation luck run out when I got riposte from Turdak after 3 rolls, I think I got Distract Host after like 6 or 7 rolls and considering how little abilities there are in Foul modifier it was pretty terrible. And of course as soon as I lose about 15k credits I start losing demons as well. I lost Dipsas to Bmola/Tuofei pack because I got staggered by headwind and couldn't dismiss it in time. It did have diehard but damage output from those birds was too high. Then I lost Turdak to a holy pack with Yali's. I could restore only one and chose Turdak. Replaced Dipsas with Archangel, gave to it riposte and bloodlust. After building up some credits I made Hunter Oni with crippler and silver hand and Brewmaster Nero. Nero got soothing host. Other than healer and melee demons I had profane fotia and asrai. Didn't get much use out of Fotia, but Asrai was sometimes replacing one of the dodgy frontliners to apply chill. She also had Snowstorm which I got from 1 revelation roll on Anzu. Later I replaced Fotia with Pele and Asrai with Unicorn. She was falling behind some levels and I really wanted to make Brewmaster Unicorn but didn't have credits. Somewhere before Phoenix's sanctum I lost Oni and Archangel but got Lifebender Scarab. My party was a bit too heavy on support, Pele and Turdak were the only damage dealers. In Phoenix's Sanctum I recruited Phoenix and Virtue. Gave to Phoenix riposte. With a bunch of healers and buffers I was slowly but safely making my way through the levels. And only on Tower 23 things went downhill. During the link with Youki-Onna (I didn't forget to abuse that link for once) I searched a corpse and summoned my ghost with 100%+ shock build and pink sign. And for the most part of that fight I was either shocked or charmed. While I was charmed I killed Phoenix and Pele with Malice and almost punched Virtue to death. After losing 2/3 of my damage dealers I decided to flee. Sadly there wasn't much left on the floor, I couldn't get any reinforcements. I used 1 ghost chime in hopes of getting weak ghost (on T23 yea right) and overwhelming it with charm and Lux. Obviously it didn't work and I had to win the game. :D While I was retreating Unicorn used Soothing Host while being under 50% hp and on top of that it healed a hostile demon, I think it should be in the log there somewhere.

Code: Select all
Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 11/10/2017 3:42:56 PM


Summoner Curses...
was chosen by the Faithful Heart,
selected Debuff and Mind as their starting elements,
has earned a score of 68624,
is currently at Tower:23,
and is still alive!



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

Name : Curses
Level: 32
MaxHP: 174
MaxSP: 100

Strength: 4
Magic   : 42
Vitality: 71
Agility : 4
Cunning : 89

Resist: Dark
Weak  : Light

Abilities Known:
1) Distract Host (Type: Debuff, 25 SP. 85% chance to reduce accuracy by 20%.)
2) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
3) Yellow Sign (Type: Mind, 25 SP. 40 Power attack, enemies only. 35% chance to inflict Panic, causing the targets' actions to sometimes be randomized. Cannot miss.)
4) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
5) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
6) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
7) 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.)
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))

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.)
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.))
Far Summon I (Increases the range of Summon by 2.)

Inventory:
7 Heal gem
10 Chakra stone
2 Pain glyph
1 White essence
1 Ghost chime
7 Pure stone
2 Calm card
9 Heal stone
2 Orange essence
3 Zephyr card
2 Heart glyph
1 Chakra gem
3 Peace offering
3 Guardian gem
3 Purple essence
3 Mirror chime
1 Might gem
1 Red essence

Current Credits: 6628

Codex Daemonium Completion
Shared Codex   : 70 / 135 (51% complete)



--==== Party Overview  ====--

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

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



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

Name : Lifebender Scarab
Level: 28
MaxHP: 105
MaxSP: 100

Strength: 24
Magic   : 43
Vitality: 62
Agility : 49
Cunning : 12

Immune: 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) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
6) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
7) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))


Name : Imbued Virtue
Level: 36
MaxHP: 122
MaxSP: 100

Strength: 18
Magic   : 112
Vitality: 18
Agility : 27
Cunning : 55

Immune: Light
Resist: Fire Electricity Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
3) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (1))
4) 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))
5) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
6) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))


Name : Turdak
Level: 26
MaxHP: 95
MaxSP: 100

Strength: 40
Magic   : 21
Vitality: 32
Agility : 47
Cunning : 40

Immune: Body Dark
Resist: Pierce Ice
Weak  : Impact Fire 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) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
3) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) 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.)
6) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
7) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
8) 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.)


Name : Brewmaster Unicorn
Level: 30
MaxHP: 117
MaxSP: 100

Strength: 29
Magic   : 62
Vitality: 38
Agility : 29
Cunning : 42

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) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Soothe Host (Type: Healing, 25 SP. Only affects characters whose HP is more than 50% of their maximum. 105 Power heal.)
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))



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

 Bad touch  hits your virtue.
 It's super effective!
 Your defense returns to normal.
 One of your allies is in danger!
 Your unicorn gestures at your virtue.
 Your virtue looks healthier.
 Your virtue gestures at itself.
 Your virtue looks protected!
 Turdak is no longer charmed.
 The shoggoth misses your virtue.
 Using Dismiss...
 You unsummon your virtue!
 Bad touch  blinks towards your unicorn.
 Your unicorn staggers.
 Bad touch  withers your unicorn.
 It's super effective!
 Bad touch  saps your unicorn's vigor!
 Bad touch  looks more vigorous.
 The kuchisake stabs your unicorn.
 The kuchisake looks refreshed.
 The shoggoth swaps places with Bad touch .
 Your unicorn hits the kuchisake.
 The shoggoth slashes your unicorn.
 Your unicorn cringes!
 The shoggoth looks refreshed.
 The kuchisake looks healthier.
 One of your allies is in danger!
 The kuchisake stabs your unicorn.
 It's super effective!
 Using Dismiss...
 You unsummon your unicorn!
 Your unicorn looks more confident.
 Your scarab's defense returns to normal.
 Turdak's evasion returns to normal.
 Turdak's accuracy returns to normal.
 Your virtue's defense returns to normal.
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Really win the game and start a new cycle?
 (Y or N)
 You win!



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

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 : Archon Yuki-onna
Level: 27
MaxHP: 104
MaxSP: 100

Strength: 24
Magic   : 54
Vitality: 24
Agility : 24
Cunning : 59

Immune: Ice Mind
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, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 25 SP. 70% 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) Mind Blank (Type: Mind, 10 SP. Four 40% chances to delay the next turn of the target.)
7) Mind Quake (Type: Mind, 35 SP. 70 Power attack, enemies only. Cannot miss.)
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 : Phoenix
Level: 32
MaxHP: 117
MaxSP: 100

Strength: 29
Magic   : 47
Vitality: 29
Agility : 59
Cunning : 46

Immune: Fire
Resist: Ice Light
Weak  : Dark

Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Burning Scythe (Type: Slash, 20 SP. 100 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) 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).)
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) 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))
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
8) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)


Name : Pele
Level: 29
MaxHP: 119
MaxSP: 100

Strength: 23
Magic   : 75
Vitality: 35
Agility : 35
Cunning : 27

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) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
8) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))

2nd cycle run died in Ccoa's sanctum to Aeras.
oneeyedjoe
 
Posts: 205
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Sun Nov 12, 2017 5:58 pm

Faithful Heart has a bit of a Magic bias to it even when you go full Cunning on initial abilities, as it assumes you'll eventually go smiting or healing at some point. Could see about getting rid of that if it is objectionable, but it's supposed to be for "Priest" builds so I'm a little reluctant. Then again, maybe it wouldn't hurt to drift away from associating relics with old-school "classes".

Not sure I've seen a build before that relied on high Agility demons, they usually aren't very loved :D I'm glad to hear it (mostly?) worked out... it sounds like the 15k credit splurge was the problem more than anything about the strategy itself.

Re: Unicorn/Soothing Host. I checked the log but didn't see anything unusual. Soothing Host is a bit of a weird case though: the AI is smart enough to be okay with it hitting enemies it won't affect (either because they're at full health, or because their health is too low), so it's possible it aimed at them knowing it'd be fine in order to hit some other healthy target. I can do a general check of it to verify proper function and see if anything weird shows up though. :)

Congrats on another win, and thanks for the report :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Wed Nov 15, 2017 7:00 pm

I don't mind associating relics with classes, I was just surprised because usually game is pretty good about not giving you stats that your starting abilities don't use. Strategy is definitely good enough, but without riposte damage output will be pretty low. I wish riposte was a bit easier to get, only 3 unique modifiers have it.

Meanwhile
Code: Select all
Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 11/12/2017 6:33:37 PM


Summoner Pinata ...
was chosen by the Hand of the Dead,
selected Dark and Healing as their starting elements,
has earned a score of 63759,
is currently at Tower:23,
and is still alive!



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

Name : Pinata
Level: 31
MaxHP: 144
MaxSP: 100

Strength: 4
Magic   : 71
Vitality: 90
Agility : 41
Cunning : 4

Immune: Body Mind
Resist: Slash Impact Pierce Ice
Weak  : Electricity

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) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
3) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
4) 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.)
5) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) 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.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)

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).)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
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.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))

Inventory:
1 Chakra stone
2 Guardian gem
7 Pure stone
19 Heal stone
3 Flame glyph
1 Heart glyph
1 Meteor rune
1 Red essence
1 Curse rune
1 Calm card
1 Night rune
1 Magic map
1 Heal gem

Current Credits: 10841

Codex Daemonium Completion
Shared Codex   : 87 / 135 (64% complete)



--==== Party Overview  ====--

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

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



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

Name : Warded Tuofei
Level: 24
MaxHP: 110
MaxSP: 100

Strength: 16
Magic   : 41
Vitality: 47
Agility : 50
Cunning : 16

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) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
6) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
7) Desiccation (Type: None, Passive. Improves the effectiveness of your SP reduction effects by 50%.)
8) Resolute (Type: Healing, Reactive. Reduces the remaining duration of each of your negative status effects by 20% of the current duration when damaged by attacks (excluding reactions). No effect on Stun or Shock.)


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) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
8) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)


Name : Sainted Ikiryo
Level: 29
MaxHP: 99
MaxSP: 100

Strength: 22
Magic   : 76
Vitality: 44
Agility : 22
Cunning : 31

Immune: Ice Body Light
Resist: Slash Impact Pierce Fire
Weak  : Electricity Mind 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) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))
6) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
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) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)


Name : Unicorn
Level: 29
MaxHP: 114
MaxSP: 100

Strength: 35
Magic   : 55
Vitality: 39
Agility : 35
Cunning : 31

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) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
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 : Reprobus
Level: 28
MaxHP: 129
MaxSP: 100

Strength: 65
Magic   : 30
Vitality: 38
Agility : 34
Cunning : 23

Immune: Mind Light
Weak  : Electricity

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Impaling Thrust (Type: Pierce, 25 SP. 85 Power attack, enemies only.)
3) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
4) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
5) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
6) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
7) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, and reactions).)
8) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)



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

 Pinata  looks refreshed.
 Pinata  freezes Reprobus.
 Reprobus will be shivering longer!
 Pinata  looks refreshed.
 Pinata  will regenerate longer!
 Your unicorn gestures at Reprobus.
 Reprobus looks healthier.
 Your tuofei gestures widely.
 Your tuofei freezes Pinata .
 It isn't very effective.
 Pinata  will be shivering longer!
 Your tuofei looks refreshed.
 Pinata  sears your tuofei.
 It isn't very effective.
 Using Dismiss...
 You unsummon Reprobus!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon Reprobus!
 Pinata  misses your tuofei.
 Your unicorn gestures at your tuofei.
 Your tuofei looks healthier.
 You are no longer chilled.
 Your tuofei claws Pinata .
 Your tuofei looks refreshed.
 Pinata  sears your tuofei.
 It isn't very effective.
 Reprobus is no longer chilled.
 Reprobus impales Pinata .
 Pinata  hits your tuofei.
 Your unicorn gestures at you.
 You feel better.
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Your tuofei gestures widely.
 Your tuofei freezes Pinata .
 It isn't very effective.
 Pinata  will be shivering longer!
 Your tuofei looks refreshed.
 Pinata  sears your tuofei.
 It isn't very effective.
 Really win the game and start a new cycle?
 (Y or N)
 Alright then.
 Really win the game and start a new cycle?
 (Y or N)
 You win!



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

Name : Shisa
Level: 26
MaxHP: 102
MaxSP: 100

Strength: 51
Magic   : 40
Vitality: 40
Agility : 28
Cunning : 21

Resist: Light Dark
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) Holy Word (Type: Light, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Cooldown: Breath (4))
3) Focusing Cry (Type: Buff, 15 SP. Briefly improves accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Cursebreak Cut (Type: Slash, 20 SP. 70 Power attack. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down from you or a nearby ally.)
5) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
6) ------------
7) ------------
8) ------------


Name : Power
Level: 30
MaxHP: 107
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) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Shikome
Level: 30
MaxHP: 103
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) ------------
6) ------------
7) ------------
8) ------------


Name : Death worm
Level: 30
MaxHP: 109
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 10% chance to inflict Shock, causing the targets to miss their next turn.)
2) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% 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 : Couril
Level: 31
MaxHP: 100
MaxSP: 100

Strength: 16
Magic   : 41
Vitality: 16
Agility : 66
Cunning : 66

Immune: Mind
Resist: Body
Weak  : Light Dark

Abilities Known:
1) Energy Steal (Type: Body, 10 SP. Drains the target's SP by 20%, restoring your own SP by 66% of the amount drained. Cannot miss.)
2) Wild Dance (Type: Body, 25 SP. Only affects enemies. Reduces targets' SP by 25%. This is considered a movement ability. Cooldown: Breath (6))
3) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
4) Somnia Wave (Type: Mind, 30 SP. Only affects characters with 25 or less SP. Inflicts Sleep, preventing the targets from acting for a few turns or until damaged.)
5) 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.))
6) ------------
7) ------------
8) ------------


Name : Leib-olmai
Level: 32
MaxHP: 116
MaxSP: 100

Strength: 73
Magic   : 40
Vitality: 49
Agility : 32
Cunning : 16

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) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
7) ------------
8) ------------



Veil tank but not really. Decided to keep dark touch to make oppressor better. With healing factor/malleable/oppressor/last defense I was pretty much unkillable. I managed to win a lot of fights pretty much in solo, especially after getting Mindbender Banshee soul armor. Damage from veils and tormentor were supplying me with tons of SP. I couldn't even kill my mirror chime. I did kill all of his demons, but wraith itself was unkillable. From soul armor upgrade it got fire immunity and I couldn't hit its light weakness with constant damage. Pretty chill win, not much to say about it.

Next one was plain and simple cleave only run.
Code: Select all
Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 11/14/2017 7:33:21 AM


Summoner Swordsman...
was chosen by the Titan's Fist,
selected Defense and Slash as their starting elements,
has earned a score of 127718 (presently on cycle 2),
is currently at Tower:23,
and is still alive!



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

Name : Swordsman
Level: 31
MaxHP: 118
MaxSP: 100

Strength: 100
Magic   : 4
Vitality: 47
Agility : 52
Cunning : 12

Immune: Body Dark
Resist: Slash Impact Pierce Ice
Weak  : Electricity

Abilities Known:
1) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
2) 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.)
3) 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.)
4) 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.)
5) Heavy Guard (Type: Impact, Reactive. Responds to attacks by adjacent enemies that you block or parry with a 40 Power attack that has a 35% chance to inflict Stun, causing the target to miss their next turn. Cannot miss.)
6) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
7) 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).)
8) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)

Relic Upgrades:
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
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.)
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.))
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
3 Magic map
3 Might gem
2 Calm card
1 Blizzard rune
3 Heal gem
2 Pure gem
1 Meteor rune
2 Zephyr card
4 Bolt glyph
2 Peace offering
11 Heal stone
1 Curse rune
5 Chakra stone
1 Wind card
5 Pure stone
2 Heart glyph
1 Night rune
2 Chakra gem
1 Flame glyph
1 Pain glyph
1 Guardian gem
1 Frost glyph

Current Credits: 22766

Codex Daemonium Completion
Shared Codex   : 96 / 135 (71% complete)



--==== Party Overview  ====--

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

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



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

Name : Sainted Shikigami
Level: 28
MaxHP: 92
MaxSP: 100

Strength: 12
Magic   : 62
Vitality: 18
Agility : 37
Cunning : 61

Immune: Body Light
Resist: Impact Ice Dark
Weak  : Slash Fire

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Expose (Type: Debuff, 15 SP. 85% chance to reduce defense by 20%.)
3) 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.)
4) 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.))
5) Weaken Host (Type: Debuff, 25 SP. 85% chance to reduce offense by 20%.)
6) Silence (Type: Light, 25 SP. 70% chance to inflict Mute, which prevents the use of non-physical abilities.)
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) Yellow Sign (Type: Mind, 25 SP. 40 Power attack, enemies only. 35% chance to inflict Panic, causing the targets' actions to sometimes be randomized. Cannot miss.)


Name : Charlie
Level: 29
MaxHP: 98
MaxSP: 100

Strength: 27
Magic   : 51
Vitality: 27
Agility : 39
Cunning : 51

Immune: Body Mind
Resist: Ice
Weak  : Electricity Light

Abilities Known:
1) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
2) 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.)
3) Hysteria (Type: Mind, 20 SP. Must target a Panicked character. 70% chance to inflict Panic on an enemy near the target. Free action. Cooldown: Cantrip (5))
4) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
5) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
6) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
7) 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.))
8) Expose (Type: Debuff, 15 SP. 85% chance to reduce defense by 20%.)


Name : Lifebender Unicorn
Level: 29
MaxHP: 136
MaxSP: 100

Strength: 28
Magic   : 63
Vitality: 51
Agility : 28
Cunning : 25

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) 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))
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
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 : Tlaloc
Level: 31
MaxHP: 126
MaxSP: 100

Strength: 29
Magic   : 75
Vitality: 49
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, 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.)
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) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)


Name : Fearsome Virtue
Level: 36
MaxHP: 122
MaxSP: 100

Strength: 12
Magic   : 133
Vitality: 18
Agility : 24
Cunning : 43

Immune: Light
Resist: Fire Electricity Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
3) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (1))
4) 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))
5) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
6) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
7) Ball Lightning (Type: Electricity, 35 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.)
8) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)


Name : Sainted Vampire
Level: 31
MaxHP: 107
MaxSP: 100

Strength: 30
Magic   : 46
Vitality: 29
Agility : 40
Cunning : 60

Immune: Light
Resist: Body Mind Dark
Weak  : Fire

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 (3))
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. 70% chance to inflict Sleep on enemies, preventing them from acting for a few turns or until damaged. Cooldown: Presence (9))
5) Emit Lumin (Type: Light, 10 SP. 70 Power attack. Cannot miss. Cooldown: Light (1))
6) Silence (Type: Light, 25 SP. 70% chance to inflict Mute, which prevents the use of non-physical abilities.)
7) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
8) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)


Name : Savior Leib-olmai
Level: 31
MaxHP: 132
MaxSP: 100

Strength: 58
Magic   : 52
Vitality: 58
Agility : 25
Cunning : 12

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) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
7) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Halo (Type: Light, 20 SP. Only affects enemies. 85 Power attack. Cannot miss. Cooldown: Light (2))



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

 You recycle your leib-olmai!
 Your relic absorbs 78 C.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your shikigami!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your unicorn!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon Tlaloc!
 Your unicorn chants while pointing at
 Tlaloc.
 Tlaloc feels less guilty.
 You begin resting.
 Tlaloc meditates. Tlaloc looks refreshed.
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 Your accuracy returns to normal.
 Your power returns to normal.
 You continue resting to restore your
 inactive allies.
 Rest complete, but you must defeat enemies
 to restore your allies' missing Maximum HP.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find an item on the corpse!
 You pick up the heal stone.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find an item on the corpse!
 You pick up the chakra gem.
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You find nothing of interest.
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Really win the game and start a new cycle?
 (Y or N)
 You win!



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

Name : Aeras
Level: 18
MaxHP: 75
MaxSP: 100

Strength: 16
Magic   : 40
Vitality: 16
Agility : 40
Cunning : 28

Immune: Electricity
Weak  : Light Dark

Abilities Known:
1) Emit Sparks (Type: Electricity, 15 SP. Targets up to 3 random enemies. 70 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
2) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
3) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
4) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
5) ------------
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Name : Anzu
Level: 26
MaxHP: 114
MaxSP: 100

Strength: 33
Magic   : 45
Vitality: 45
Agility : 32
Cunning : 25

Resist: Fire Ice Electricity
Weak  : 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) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
3) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
4) Ice Breath (Type: Ice, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Breath (4))
5) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Halo (Type: Light, 20 SP. Only affects enemies. 85 Power attack. Cannot miss. Cooldown: Light (2))
8) ------------


Name : Lethal Shisa
Level: 26
MaxHP: 109
MaxSP: 100

Strength: 62
Magic   : 32
Vitality: 32
Agility : 30
Cunning : 24

Resist: Light Dark
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) Holy Word (Type: Light, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Cooldown: Breath (4))
3) Focusing Cry (Type: Buff, 15 SP. Briefly improves accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Cursebreak Cut (Type: Slash, 20 SP. 70 Power attack. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down from you or a nearby ally.)
5) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
6) Impale (Type: Pierce, 10 SP. 85 Power attack.)
7) Numbing Bite (Type: Pierce, 15 SP. 70 Power attack. Has a 50% chance to inflict Paralysis, causing the target to frequently miss their turns.)
8) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)


Name : Basilisk
Level: 30
MaxHP: 87
MaxSP: 100

Strength: 16
Magic   : 52
Vitality: 16
Agility : 64
Cunning : 52

Resist: Electricity
Weak  : Ice

Abilities Known:
1) Lethal Gaze (Type: Mind, 15 SP. 85 Power attack. Cannot miss. Cooldown: Presence (3))
2) Toxic Touch (Type: Body, 20 SP. 100 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
3) Vile Alchemy (Type: Body, Passive. When you apply Poison to an already Poisoned target, you always increase the Poison stack level if it is not already at the maximum.)
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
5) ------------
6) ------------
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Name : Savior Yuki-onna
Level: 27
MaxHP: 122
MaxSP: 100

Strength: 24
Magic   : 63
Vitality: 42
Agility : 24
Cunning : 32

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, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 25 SP. 70% 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) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
7) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) ------------


Name : Archon Shikome
Level: 30
MaxHP: 104
MaxSP: 100

Strength: 16
Magic   : 65
Vitality: 25
Agility : 32
Cunning : 62

Immune: Mind Dark
Resist: Ice Body
Weak  : 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) Yellow Sign (Type: Mind, 25 SP. 40 Power attack, enemies only. 35% chance to inflict Panic, causing the targets' actions to sometimes be randomized. Cannot miss.)
6) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
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.)
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I was the main damage dealer and usually had healer, buffer and debuffer out but in mid-late game I replaced buffs with mode debuffs and magic damage. Another pretty strong build but I noticed some weird thing I wanted to talk about.
In anomaly I fought pretty annoying Heart wraith and it had an ogre with spin slash and stone stance and he was blocking fairly often. Spin slash was the only active ability that ogre had and it counts as movement ability, but if your last action was a movement ability, stone stance shouldn't work. Maybe ogre was occasionally using basic attack and getting lucky blocks right after, sadly I forgot to save the log, but maybe stone stance works even if you use movement ability like spin slash or slashing dance, but if you actually move somewhere - it doesn't.
Another weird interaction was between headwind and juggernaut. Whenever I was getting hit by Bmola right after moving, juggernaut was giving enough energy for me to instantly get another turn. That was pretty consistent.
And last one - Yellow sign costs only 25 SP while its brothers, blue and pink, - 35. Considering that mind twist costs 20 SP and it's single target only, there might be an oversight with the cost of Yellow sign (which I was gladly exploiting).
Look at that Fearsome Virtue though. I didn't get to use it for long before game ended, but its Lux and Snowstorm were so devastating.

My streak ended in anomaly. Tried to do melee/dark crown build. One wraith in anomaly killed half of my demons and I went to "our sanctum" before I recovered. That was pretty stupid, but I hate skipping levels so I had to go just out of principle.
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Re: My first ghost on 20+ tower

Postby Ferret » Fri Nov 17, 2017 3:55 am

I think I just posted in wiz's thread wondering aloud about veil tanks. :D Well, I guess they still work. :D Interestingly, you ran higher Magic than I think is typical for them, or at least than used to be typical for them: in the past, this build is usually almost all Vit. I'm glad it can work with fairly high Magic too though, it'd be weird if Veils were better used without their actual stat. :P

Stone Stance should indeed not apply if you use Spin Slash. I'll check into this, and thank you!

Juggernaut definitely can overpower Headwind: that's no surprise and not a bug. Headwind does nerf the effect of Juggernaut somewhat, but Headwind's turn delay is fairly weak, whereas Juggernaut is a fairly strong turn accelerator.

There does seem to be some inconsistent costing revolving around Panic/Sleep/Charm in general.. I've added it to the list to correct. It isn't just the Signs it seems.. in some cases I charge more for Sleep/Charm than Panic, but it some cases I don't. I'll do a pass and get them all in line. Thanks for reporting this!

..that Virtue has a fairly ridiculous Magic. Sheesh. :D

Congrats on the double win, and thanks for the report :D
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Ferret
 
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Fri Nov 17, 2017 5:13 pm

One more thing I kept forgetting to report
Image
Paralysis caused by numbing passive lasts for 8! turns.
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Re: My first ghost on 20+ tower

Postby Ferret » Fri Nov 17, 2017 11:59 pm

Whoops! Fixed! Thanks :D
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