OMG I just can't get a win with Vodun Mask. Probably because relic upgrades aren't very useful. Enemy sense doesn't really matter because I always check corpses anyway. It only helps with "kill n enemies while working together" links because I can save corpse encounters for the end of the level. And distant summon is ok, but on its own it doesn't bring much to the table. So after populating tower 10-13 with 4 mask ghosts I played one run with hand of the dead. Unfortunately my post was lost in the abyss because when I pressed submit, forum page asked me to log in again, despite me being logged in already
So I'll just say some key details about that run.
It was innocent dreamstalker build with 4 different elements for doing damage: dark, ice, body and electricity. Fester touch unfortunately didn't work with this combo as intended: initial buffed 70 power attack was doing so much damage that following up 140 power maxHP damage couldn't bring back target to maxHP
. I thought it was some weird calculations, but after encountering one demon with profane modifier I changed my mind. The thing is, Spoil touch, which is 1 tier lower than Fester does 55+80 maxHP damage, and I remember it being 55+110 before, so double maxHP damage. I assume it was a shadow nerf (or I wasn't paying enough attention while reading patch notes), but apparently you forgot to change description of Fester Touch. I mean how else can you explain that 70 +33% +50% is more than 140
.
But still, fester touch was a nice skill for bringing slightly damaged targets to their maxHP, enabling my passives again.
Why demons always want to walk up to sleeping targets? This cost me a lot of consumables, credits and Reprobus. I spent a couple turns positioning myself and my party so that Mordecai wouldn't be able to damage them all at once, then I linked with Reprobus. I landed sleep on Mordecai and suddenly my demons decided to get all close and personal. None of them had any melee skills and one didn't have any attack skills at all! So I had to let them tank mighty roar and repositioned myself with a wind card. Ended up losing Tuofei and Aeras and was 1 turn short for finishing the link.
Had pretty amusing fight with Breska during heroic link with Jinn. Basically, I three shotted him and he ate his own demons
Jinn landed sleep on Breska, he got healed by his healers up to full HP, enabling my passives. One shock arrow was enough to make his banshee soul armor relic struggle. Then he ate some demons, got back to full HP and another shock arrow made his relic struggle. Last shock arrow killed him dead.
Was very satisfying.
A lot of demons with same weakness (fire) is what killed that run. Even my summoner had weakness to fire (I just couldn't resist that mindbender shisa soul armor). So every encounter with fiery demons cost me a lot of resources and maxHP, Also Tlaloc demanding nothing but sacrifices and my vigor didn't help, I think I gave up like 80 maxHP during his link. So I was slowly bleeding heal/pure stones, until tower 21, which was apparently populated with nothing but Cherufe and Mulasa, finished me off.
- Code: Select all
Demon Party Dump File
Version 5/26/2017, Scoring Model: 5/26/2017
Dump file created at: 6/9/2017 8:53:06 PM
Summoner Lights out...
was chosen by the Hand of the Dead,
selected Body and Mind as their starting elements,
has earned a score of 57378,
is currently at Tower:21,
and is quite dead!
--==== Main Character ====--
Name : Lights out
Level: 29
MaxHP: 115
MaxSP: 100
Strength: 4
Magic : 98
Vitality: 20
Agility : 34
Cunning : 44
Immune: Mind
Resist: Light Dark
Weak : Fire
Abilities Known:
1) Fester Touch (Type: Dark, 25 SP. 70 Power attack, followed by a 140 Power attack dealt as MaxHP damage that cannot reduce MaxHP below the target's current HP.)
2) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt.)
3) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
4) Blue Whisper (Type: Mind, 25 SP. 85% chance to cause Sleep, preventing the target from acting for a few turns or until damaged. Free action. Cooldown: Presence (6))
5) Chain Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
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) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
Relic Upgrades:
Consume (Delete Demon now restores your HP and SP based on the number of levels the demon has gained (more levels = stronger effect).)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
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.)
Inventory:
3 Trouble chime
1 Peace offering
3 Guardian gem
1 Venom rune
2 Mirror chime
1 Might gem
1 Bronze offering
1 Chakra stone
1 Bolt glyph
1 Meteor rune
Current Credits: 6411
Codex Daemonium Completion
Shared Codex : 113 / 135 (83% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 1 0 0 8* 0
Impact 2 0 1 7* 0
Pierce 1 0 0 8* 0
Fire 0 0 0 3 5*
Ice 2* 1 2 4* 1
Electricity 3* 2 0 5* 1
Body 2* 2 1 4* 1
Mind 3* 1* 1 5 1
Light 0 1 1* 3 3
Dark 2* 1 2* 4 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
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) Sepsis Wave (Type: Body, 20 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times).)
2) Contagion (Type: Body, 15 SP. Must target an Infected character. 85% chance to Infect an enemy near the target, preventing most HP and SP recovery. Free action. Cooldown: Cantrip (3))
3) 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%.)
4) 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%.)
5) Vile Dance (Type: Body, 20 SP. 85% chance to apply Infection to enemies, which prevents most HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))
6) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Light, Dark, or Debuff status effect. (Poison stacking does not count as a new effect.))
7) Expose Host (Type: Debuff, 25 SP. 85% chance to reduce defense by 20%.)
8) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
Name : Vishap
Level: 28
MaxHP: 103
MaxSP: 125
Strength: 38
Magic : 54
Vitality: 34
Agility : 34
Cunning : 30
Immune: Electricity
Resist: Body
Weak : Ice
Abilities Known:
1) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Storm Breath (Type: Electricity, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Cooldown: Breath (4))
3) Full Power (Type: Electricity, Passive. Increases your chance to apply Shock by 200% of the original chance when your SP is 100 or higher. (This is checked before casting costs are deducted.))
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
6) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has a 10% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
7) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
8) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
Name : Bigfoot
Level: 38
MaxHP: 147
MaxSP: 100
Strength: 102
Magic : 9
Vitality: 57
Agility : 36
Cunning : 36
Resist: Ice
Weak : Fire
Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Log Toss (Type: Impact, 20 SP. 100 Power attack. Cooldown: Luck (6))
3) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
4) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
5) 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.)
6) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
Name : Tlaloc
Level: 29
MaxHP: 120
MaxSP: 100
Strength: 27
Magic : 71
Vitality: 47
Agility : 27
Cunning : 23
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) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
Name : Shoggoth
Level: 27
MaxHP: 114
MaxSP: 100
Strength: 52
Magic : 14
Vitality: 52
Agility : 30
Cunning : 37
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) Hypnotic Gaze (Type: Mind, 20 SP. 85% chance to inflict Sleep, preventing the target from acting for a few turns or until damaged. Cooldown: Presence (6))
6) 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.)
7) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
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 : Subtle Kuchisake
Level: 28
MaxHP: 114
MaxSP: 100
Strength: 34
Magic : 20
Vitality: 30
Agility : 43
Cunning : 63
Immune: Body
Resist: Mind
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) Throat Slash (Type: Slash, 15 SP. 70 Power attack. Has a 50% chance to inflict Mute, which prevents the use of non-physical abilities.)
3) Madness Glare (Type: Mind, 25 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
4) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
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) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
7) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
Name : Unicorn
Level: 28
MaxHP: 111
MaxSP: 100
Strength: 34
Magic : 54
Vitality: 38
Agility : 34
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) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
8) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, and reactions).)
--==== Recent Messages ====--
Your vishap blasts the cherufe.
It isn't very effective.
The cherufe misses your vishap.
The cherufe claws you.
The cherufe sears you.
It's super effective!
You are in danger!
Using Fester Touch...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You wither the cherufe.
You sap the cherufe's vigor!
Tlaloc meditates. Tlaloc looks refreshed.
Your vishap bites the cherufe.
The cherufe misses you.
The cherufe claws you.
The cherufe sears you.
It's super effective!
Your relic struggles to keep you alive!
You are set on fire!
Your relic struggles to keep you alive!
The cherufe stares at you.
The cherufe looks healthier.
The cherufe looks refreshed.
The cherufe misses you.
Using heal stone...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You use the heal stone. You feel better.
Tlaloc meditates. Tlaloc looks refreshed.
Your vishap bites the cherufe.
The cherufe stares at you.
The cherufe looks healthier.
The cherufe looks refreshed.
The cherufe hurls a blazing star.
The cherufe sears your vishap.
The cherufe ignores the attack! (x2)
The cherufe sears you.
It's super effective!
The cherufe sears your unicorn.
Your unicorn is set on fire!
The cherufe stares at you.
The cherufe looks healthier.
The cherufe looks refreshed.
The cherufe hurls a blazing star.
The cherufe sears you.
It's super effective!
You die...
--==== Recently Slain Allies ====--
Name : Shikigami
Level: 17
MaxHP: 66
MaxSP: 100
Strength: 10
Magic : 38
Vitality: 16
Agility : 33
Cunning : 38
Immune: Body
Resist: Impact Ice Dark
Weak : Slash Fire Light
Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 85% chance to reduce defense by 20%.)
4) 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.)
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Name : Fiery Demas
Level: 26
MaxHP: 109
MaxSP: 100
Strength: 17
Magic : 62
Vitality: 35
Agility : 30
Cunning : 36
Immune: Fire
Resist: Electricity
Weak : Ice
Abilities Known:
1) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
2) Pyrokinesis (Type: Fire, 10 SP. Must target an Ignited character. Only affects enemies. 40 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration. Cannot miss. Free action. Cooldown: Cantrip (2))
3) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 turn.)
4) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
5) 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.)
6) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
7) 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.)
8) 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.))
Name : Yuki-onna
Level: 27
MaxHP: 101
MaxSP: 100
Strength: 30
Magic : 56
Vitality: 29
Agility : 29
Cunning : 41
Immune: Ice
Weak : Fire
Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 25 SP. 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.)
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Name : Baleful Polong
Level: 25
MaxHP: 92
MaxSP: 100
Strength: 11
Magic : 57
Vitality: 16
Agility : 28
Cunning : 63
Immune: Body Dark
Resist: Mind
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) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
6) Hex (Type: Dark, 25 SP. 70% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
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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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Name : Cherufe
Level: 28
MaxHP: 100
MaxSP: 100
Strength: 30
Magic : 62
Vitality: 46
Agility : 22
Cunning : 30
Immune: Fire
Resist: Slash Impact Electricity
Weak : Ice
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 Star (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
4) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
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Name : Cherufe
Level: 26
MaxHP: 94
MaxSP: 100
Strength: 29
Magic : 58
Vitality: 43
Agility : 21
Cunning : 29
Immune: Fire
Resist: Slash Impact Electricity
Weak : Ice
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 Star (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
4) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
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