I had a feeling that something was wrong with a healing charm as well. Fairies were getting double heals way too often, definitely more than 25%. It was a bug after all
.
Now to my recent tower 23 ghost win.
Started with Shocking stabs and Hand of Light. The idea was to make a some sort of exorcist or ghost buster build because a lot of ghosts and undead are weak to electricity and light. And against holy and electric enemies I would have their dark and ice counterparts that also would be resistant to light and electricity. I ended up with Baleful Zagh and Polar Raiju at the middle of the run and kept them until the end.
In early game I got high voltage from Raicho, holy word from a random corpse and storm veil from a random Charged Zar. To my surprise storm veil was shocking enemies fairly often despite having only 5% (+2.5% from HV) to shock. Later got galvanize from Aeras in Vikhor's sanctum but sadly couldn't catch Vikhor himself. I really wanted Parry from him. But I got it from Madevra later anyway. Somewhere along the way found flash shock from a corpse and kept in for the entire run. Extra shock chance with galvanize turned it into a reliable way of restoring SP and getting free hits on enemies. I was spreading my stats 2-2-1 S-M-A and in the early game I was missing quite often. After one purple essence my hit rate became better but ACC down and chilled were making me miss my strikes a lot more.
Everything was going smoothly until Turdak's sanctum where I got caught in double encounter. While I was dealing with sleepy corpse encounter a pack of ghouls came from around corner. My party was mostly weak to body (Icesworn Gremlin, Nero, Profane smite fish) so everybody got paralyzed. I barely managed to survive with 10 maxHP, left Miochaoin as a bait and repositioned myself with a wind card. While I was resummoning demons poor ogre got torn apart. I just recruited him literally outside of portal to the sanctum and he died to the first encounter
Didn't restore him because I don't like his stats. Sure he hits hard but with his 13 agility that doesn't happen very often. Got Turdak instead of Miochaoin but didn't use him very often. He is very good at killing Chaliss and packs of Abatwa so that was the only things I used him for.
Another scary moment was in Ninkasi's sanctum. Oni, Chahapuma, stun-clobber-stun, etc. Recruited Ninkasi and again almost never used her
Later I copied Ever Ready and Rallying Cry to my Unicorn and with Ritualist passive it could keep on healing forever. Later fused Ninkasi onto unicorn just for resistances. Brewmaster doesn't take away vitality and adds some magic + very useful for any healer mind and body resistances. It also gives a lot of not so useful cunning tho. Probably should've copied something like alluring veil to make use of that cunning but oh well.
Andria got absolutely shat on by my mostly Dark/Light immune party. When I met her I already had Reprobus, Baleful Zagh and soul armour made of said Baleful Zagh, so the only thing Andria could do is keep spamming Rage at Reprobus. No mass dark/light nukes, no mass healing from guilt, just 1 70 power skill spam.
For once I was glad that my Unicorn got stuck out of my LoS and kept healing Reprobus while being far enough from Adria. Actually that is another problem with healers. Sometimes when you autoexplore healer (or any demon, but it's more important with healers) gets stuck behind corner but if it can see at least one ally it will stay there and keep healing him. Even if summoner is in danger healer will just keep healing that one demon it can see.
Hmm actually I think I fought every hero in this run, that doesn't happen very often. Got heavy slash from Zaji, parry from Madevra, nothing useful from Chaliss, grand cleave from Mordecai, replaced heavy slash with it, nothing from Andria, was tempted to take chain lightning from Antoria, but decided not to in favor of flash shock (yep, mostly because I replaced High voltage with stormfront and was really needed that extra shock chance for galvanize to work. 0 investment in Cunning came back to bite in the late game because penalty was getting pretty severe so I kept puny 40 power attack over 85 power nuke, lol) Hm how far away can you stand and still get bonus from stormfront? I assume it's 2 tiles just because math is nice that way
75% up close, 50% 1 tile away and 25% 2 tiles away. And from Tremane I got nothing. Somewhere on mid teens floor I replaced holy word with emit lumin from corpse. More consistent damage over burst AoE damage that gets weaker as the fight goes on.
Despite being full on melee class I put exactly 0 point in vitality and honestly never regretted it. My soul armor protected me from most nasty status effects. Zagh with king's mien and later civatateo with inquisition combined with volt bite or cleave were also a good way of sustaining health. And parry, can't forget about that. Saved me a lot of trouble against all those pesky onies and rakshasas. So a stat that can be replaces with soul armor and some defensive passives probably isn't that good of a stat.
On tower 23 I was screwing around with 4 mirror chimes I had left. Tried to make my ghost a bit nastier
. Ended up recycling volcanic civatateo that I got from my other ghost
3 times. And for all those credits I restored Shoggoth whom I previously recycled for credits
gave it some skills from uncustomized brucha and fused said brucha onto shoggoth. Didn't get anything interesting but hey, 8 full ability slots still better than 4.
Oh and you might want to check on pyre rite. I think it can heal through infection, but can't restore SP.
- Code: Select all
Demon Party Dump File
Version 5/26/2017, Scoring Model: 5/26/2017
Dump file created at: 6/15/2017 7:11:19 AM
Summoner IBringLight...
was chosen by the Crown of Glory,
selected Electricity and Light as their starting elements,
has earned a score of 71180,
is currently at Tower:23,
and is quite dead!
--==== Main Character ====--
Name : IBringLight
Level: 32
MaxHP: 115
MaxSP: 100
Strength: 73
Magic : 75
Vitality: 12
Agility : 44
Cunning : 21
Immune: Mind Light Dark
Weak : Fire
Abilities Known:
1) Volt Bite (Type: Pierce, 10 SP. 100 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
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) Emit Lumin (Type: Light, 10 SP. 70 Power attack. Cannot miss. Cooldown: Light (1))
5) 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.)
6) 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%).)
7) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
8) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
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.))
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Inventory:
7 Pure stone
6 Chakra stone
4 Night rune
3 Pain glyph
2 Heart glyph
3 Pure gem
1 Chakra gem
5 Peace offering
1 Curse rune
2 Blizzard rune
6 Heal stone
2 Venom rune
2 Wind card
1 Guardian gem
1 Calm card
2 Flame glyph
Current Credits: 3241
Codex Daemonium Completion
Shared Codex : 116 / 135 (85% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 1* 0 1 7* 0
Impact 1 0 1 7* 0
Pierce 3* 0 1 7* 0
Fire 2 1 2 2 3*
Ice 1 1 2 4* 1
Electricity 2* 1 0 5* 2
Body 1 1 3 4* 0
Mind 3 2* 3 1 2
Light 4* 4* 1 3 0
Dark 2 2* 2 3 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
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) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
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 : Sainted Polong
Level: 31
MaxHP: 100
MaxSP: 100
Strength: 13
Magic : 67
Vitality: 19
Agility : 33
Cunning : 73
Immune: Body Light
Resist: Mind Dark
Weak : Electricity
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) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
6) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
7) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Light, Dark, or Debuff status effect. (Poison stacking does not count as a new effect.))
8) Wither Host (Type: Debuff, 40 SP. 85% chance to reduce offense and accuracy by 20%.)
Name : Polar Raiju
Level: 27
MaxHP: 87
MaxSP: 100
Strength: 18
Magic : 63
Vitality: 25
Agility : 49
Cunning : 30
Immune: Ice Electricity
Resist: Fire
Weak : Mind
Abilities Known:
1) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
3) Frozen Heart (Type: Ice, Passive. Reduces the SP cost of Ice abilities by 5 if you used an Ice ability last turn.)
4) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
5) 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.)
6) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
7) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
Name : Mulassa
Level: 32
MaxHP: 122
MaxSP: 100
Strength: 38
Magic : 61
Vitality: 61
Agility : 25
Cunning : 25
Resist: Fire Body Mind
Weak : Ice
Abilities Known:
1) Flame Blast (Type: Fire, 25 SP. 100 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) 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))
3) 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.))
4) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
5) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
6) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, and reactions).)
7) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
8) Bolt Spray (Type: Pierce, 30 SP. Attenuated 85 Power attack.)
Name : Baleful Zagh
Level: 26
MaxHP: 96
MaxSP: 100
Strength: 11
Magic : 65
Vitality: 23
Agility : 29
Cunning : 52
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) Halo (Type: Light, 20 SP. Only affects enemies. 85 Power attack. Cannot miss. Cooldown: Light (1))
6) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
7) 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) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (1))
Name : Eradicator Shoggoth
Level: 27
MaxHP: 110
MaxSP: 100
Strength: 63
Magic : 12
Vitality: 42
Agility : 31
Cunning : 37
Resist: Slash Impact Pierce 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) Bolt Spray (Type: Pierce, 30 SP. Attenuated 85 Power attack.)
6) Filthy Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to inflict Infection, which prevents most HP and SP recovery.)
7) Bolt Shot (Type: Pierce, 25 SP. 100 Power attack.)
8) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
Name : Volcanic Civatateo
Level: 33
MaxHP: 103
MaxSP: 100
Strength: 15
Magic : 94
Vitality: 22
Agility : 37
Cunning : 47
Immune: Fire
Resist: Ice Body Light Dark
Weak : Electricity
Abilities Known:
1) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) 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))
4) 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.)
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) 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.))
7) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
8) Flame Blast (Type: Fire, 25 SP. 100 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
--==== Recent Messages ====--
Your shoggoth is no longer on fire.
Using Flash Shock...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You miss the polong.
Using Volt Bite...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You bite the polong. You shock the polong.
It's super effective!
The polong is shocked!
You feel refreshed.
Your shoggoth is still charmed!
Your shoggoth misses your zagh.
Your zagh chants while pointing at your
shoggoth.
Your shoggoth is no longer charmed.
Using Volt Bite...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You bite the polong. You shock the polong.
It's super effective!
Your shoggoth hits the polong.
Your shoggoth kills the polong!!
Your unicorn gestures at you.
You feel better.
You begin resting.
Your shoggoth is no longer regenerating.
Your unicorn gestures at itself.
Your unicorn looks healthier.
Your power returns to normal.
Your accuracy returns to normal.
Your unicorn's power returns to normal.
Your unicorn's accuracy returns to normal.
Your shoggoth's power returns to normal.
Your shoggoth's accuracy returns to normal.
Your zagh's power returns to normal.
Your zagh's accuracy returns to normal.
You continue resting to restore your
inactive allies.
Rest complete.
There is a shimmering portal to Victory
here. Press 'p', '<', or '>' to change
levels.
Are you sure you want to abandon the current
game? If so, re-enter your summoner's name.
You quit...
--==== Recently Slain Allies ====--
Name : Fatewarper Yuki-onna
Level: 27
MaxHP: 110
MaxSP: 100
Strength: 24
Magic : 45
Vitality: 24
Agility : 24
Cunning : 68
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.)
6) Wither (Type: Debuff, 30 SP. 85% chance to reduce offense and accuracy by 20%.)
7) Wither Host (Type: Debuff, 40 SP. 85% chance to reduce offense and accuracy by 20%.)
8) ------------
Name : Reprobus
Level: 27
MaxHP: 126
MaxSP: 100
Strength: 64
Magic : 29
Vitality: 37
Agility : 33
Cunning : 22
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) ------------
Name : Brucha
Level: 29
MaxHP: 99
MaxSP: 100
Strength: 47
Magic : 15
Vitality: 31
Agility : 79
Cunning : 23
Resist: Slash Impact Pierce
Weak : Electricity
Abilities Known:
1) Bolt Shot (Type: Pierce, 25 SP. 100 Power attack.)
2) Bolt Spray (Type: Pierce, 30 SP. Attenuated 85 Power attack.)
3) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
4) Vitalize (Type: Healing, 5 SP. Briefly bestows Regeneration, restoring health over time. Free action. Cooldown: Cantrip (5))
5) ------------
6) ------------
7) ------------
8) ------------
Name : Baba Yaga
Level: 33
MaxHP: 117
MaxSP: 100
Strength: 16
Magic : 71
Vitality: 37
Agility : 20
Cunning : 71
Immune: Mind Dark
Resist: Ice Light
Weak : Fire
Abilities Known:
1) Vigor Steal (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Energy Siphon (Type: Body, 0 SP. Drains the target's SP by 10%, restoring your own SP by 66% of the amount drained. Cannot miss.)
3) 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.)
4) 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))
5) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 50% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
6) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
7) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
8) 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.))
Name : Volcanic Civatateo
Level: 33
MaxHP: 103
MaxSP: 100
Strength: 15
Magic : 94
Vitality: 22
Agility : 37
Cunning : 47
Immune: Fire
Resist: Ice Body Light Dark
Weak : Electricity
Abilities Known:
1) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) 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))
4) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
5) 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.)
6) 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.)
7) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
8) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
Name : Brucha
Level: 29
MaxHP: 99
MaxSP: 100
Strength: 47
Magic : 15
Vitality: 31
Agility : 79
Cunning : 23
Resist: Slash Impact Pierce
Weak : Electricity
Abilities Known:
1) Bolt Shot (Type: Pierce, 25 SP. 100 Power attack.)
2) Bolt Spray (Type: Pierce, 30 SP. Attenuated 85 Power attack.)
3) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
4) Vitalize (Type: Healing, 5 SP. Briefly bestows Regeneration, restoring health over time. Free action. Cooldown: Cantrip (5))
5) ------------
6) ------------
7) ------------
8) ------------
Name : Volcanic Civatateo
Level: 33
MaxHP: 103
MaxSP: 100
Strength: 15
Magic : 94
Vitality: 22
Agility : 37
Cunning : 47
Immune: Fire
Resist: Ice Body Light Dark
Weak : Electricity
Abilities Known:
1) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) 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))
4) 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.)
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) 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.))
7) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
8) Flame Blast (Type: Fire, 25 SP. 100 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
Aawww is there no way to obtain hand of night other than start with it on crown of glory? (also slenderman's modifier has it but it requires too much effort to dig it up from there) I thought that baleful and sainted modifiers had it, I guess I was thinking of veils, they look sort of similar. Hand of night/light should totally be a part either of light/dark or melee modifiers.