I thought you could just make exceptions for mute, like how inner fire or second wind are unaffected by mute despite being magic types, but I guess it only works in one way? What about quiet prayer then? Although it probably wouldn't be too much out of place if you still could use it while being muted.
Name : Vampire Lord
Level: 31
MaxHP: 113
MaxSP: 100
Strength: 10
Magic : 80
Vitality: 50
Agility : 78
Cunning : 10
Immune: Body Mind Matter
Resist: Slash Impact Pierce Ice
Weak : Electricity
Soul Brand:
Qu-Sa-So (Lv.31)
Is a Summoner
HP per Turn: +2.2% of MaxHP
Agility: +28
Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 66% of the damage dealt.)
2) Shade Touch (Type: Dark, 20 SP. 85 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
3) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
4) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (1))
5) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (2))
6) Auraward (Type: Defense, Passive. If your last action was a Fire, Electricity, or Ice ability, you gain Resist against all three of these types.)
7) 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.)
8) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
Relic Upgrades:
Aux Guard III (Reduces incoming damage and increases status resistance by 17% per empty summon slot, up to 50%. No effect when Heroic.)
Aux Power III (Increases damage and healing dealt by 34% and reduces SP costs and cooldowns by 17% per empty summon slot, up to a 100% increase and 50% reduction respectively. No effect when Heroic.)
Copy Saver (Reduces the cost of Copy Ability 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.)
Refine Brand (Unlocks the Refine Brand transmuation (available in the Brand menu), which raises the level of a Brand in your stock to match your own level. Does not change previously Applied copies of the Brand.)
Consume Demon (Unlocks the Consume Demon transmuation, which lets you reduce an allied demon's MaxHP to 1 to restore your own HP, SP, and MaxHP as a free action. Results are based on the demon's current MaxHP.)
First run in new 27.10 update and first T23 heroic ghost. As the name suggests, I was going for a dark themed mage drainer build, and it was a success. On the first floors I hoarded as many abilities as possible: emit light, swiftness, chilling touch. If you are going to travel through the tower alone, you'll need some variety for sure. At least with a mage build

. Also found a perfect escape brand that ended up saving me: +10% speed and 1% hp regen if last action was movement. Got really lucky with early innocence from friar rush, without it I probably wouldn't be able to 2 shot most things. Got auraward from Zaji which was really helpful in anomaly. Snuff out was added to the build only after anomaly though, so no oneshotting rampage was happening there. Early game was a bit of a struggle at first. I almost died to 3 orges in arcadia (the brand I mentioned above saved me, well, and swiftness too), had some troubless with Zaji and was basically forced to summon some back up, Paracelsus wasn't dying as fast as I wanted him to die, probably something else I'm forgetting. In post anomaly the most threatening thing for me was DoT stacking. Despite my heroic status resistance and innate body resistance I was infected and poisoned many many times. And I didn't even bothered to get cleanse (or relieve or calm for that matter) in the early game so I had to be extra cautious with packs that could induce scary status effects. Sleep or panic wasn't nearly as scary as usual though. Sleep was basically just giving some time to recover SP to all combatants because AI doesn't use damaging abilities on sleeping targets and just waits until their only possible target wakes up. Hmm, probably a missed opportunity to add some sleep/DoT oriented packs

... Panic wasn't too scary either, most of the time it just meant that my target will be randomized. And since there were no allies to accidentally hit, panic didn't cause any problems, only some slight inconveniences. Hell, even charm wasn't a detriment, I didn't have any abilities that could hurt me, no allies that would turn on me or take hits because I turned on them. So when I got charmed by Eloko/Unicorn pack I was just chilling for 3 turns while elokos were desperately trying to bite through my heroism and glacial shell. It did get pretty scary once in Anansi's sanctum where I almost got eaten alive by Ya-Te-Veos and Elokos, but one Vampiric touch was enough to get my health back to safe amount. I also linked with Unicorn from that pack, it didn't last long at all, but at least I wasn't being focus fired for a brief time. Another close call happened during Mordecai fight. All because of my hubris, because I disregarded calm. Mordecai wasn't doing nearly as much damage as he usually does to me, so I decided to take him on head to head. I didn't have frost arrow at that time, so my best spell against him was chilling touch. Glacial shell also kept me safe, kind of (not really, damn bandits kept popping it every time). Well anyway, I decided to take them on and instead of killing bandits right away I wanted to use them as feeding stations for healing. It was working fine at first, I was sending chills down Mordecai's spine with my chilling touch and feeding on his friends after every other hit, but then suddenly I started missing. I was at half health and I couldn't land a single Vampiric drain on that darn bandit for 2 turns, and then Mordecai landed panic on me. That wasn't too bad at first, but it quickly took an unpleasant turn when instead of targeting at least something I was just fumbling around uselessly. I did manage to sneak in one vampiric touch during that panic attack. but it didn't help much (or actually it ended up saving my life now that I think about it) because on the next turn Mordecai massacred me and my maxHP dipped down to 1/26. Thankfully I had a single wind card on me so I managed to escape. I also used Zephyr card and threw Gi at bandits to make sure I won't get chased down. When I was safe I summoned my demons and drained them to red maxHP with wraith touch, makeshift consume if you will

. Then I just continued to clear the floor, carefully avoiding spot where I saw Mordecai last time. Later I came back for him and just glyphed him to death without taking any chances.
Onies and Akateko also were causing a lot of troubles for my build. Something light and hard hitting like Humble would've solved all problems I've had with them If I wasn't so keen on keeping the theme of my build, so that one was purely on me.

Another really close call that was saved by a wind card. I tried to pull off some 500 IQ strats by linking with Aitvaras and hoping that it'd ask me to move closer so then I'd be able to feast on it and its bird friends but nooo, it never asked me to move closer, so I just ended up losing even more maxHP

. On the bright side I recruited that Aitvaras, fused gluttonous modifier on it and got Shade touch.
Not much else threatened me after that, eventually I outleveled onies and was able to two shot them with frost arrows. Other heroes were particularly helpless against this build. Madevra, Adria and Antoria fell without putting up much of a fight. Snuff Out with Innocence and heroic buffs was able to one shot lots of things, especially if they were weak to dark or mind. At first I was like "holy crap this is op af, I'm literally just pointing my finger at a demon and it dies", but on the second thought when you are going up against packs that have like 4-6 demons on average, oneshotting one demon every two turns isn't that op. And you can't oneshot some of them even if you wanted to anyway.
On T20 I made myself a mindbender banshee armor and because pretty much immortal at that point. Only Shikome were a bit scary at the end with their insane maxHP drains. Thankfully they always had friends that weren't dark immune so I was able to restore lost maxHP pretty quickly. And that was kind of an ongoing theme with this build, especially in the early game: I had to leave out demons without dark/body resistance/immunity for dessert and feed on them later in a fight if my health was too low, even if I could've just one shot them with snuff out.
So to sum up my first impression of an AUX 3 build: it's really powerful, but you are vulnerable early on and if you don't kill things fast enough they will kill you. Also Innocence is really good on solo heroes, especially if you tackle enemies one at a time, that way you still have defensive bonuses against the rest of a pack. And I imagine some builds are clearly better than others, debuff oriented builds are probably the worst for a sole summoner. Or any support build for that matter, doesn't make sense to be a dedicated healer if you are not going to summon anything.
Next thing I tried in this update was new starting relic.
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Summoner Vlad...
was chosen by the Horns of the Hunt,
selected Pierce as their starting element,
has earned a score of 61889,
is currently at Tower:23,
and is still alive!
--==== Main Character ====--
Name : Vlad
Level: 31
MaxHP: 163
MaxSP: 100
Strength: 53
Magic : 53
Vitality: 60
Agility : 50
Cunning : 10
Resist: Body
Weak : Fire
Soul Brand:
Mi-Po-Sur (Lv.23)
Base Vitality is 32 or more
Magic: +13
Strength: +13
Abilities Known:
1) Slash Dance (Type: Slash, 10 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (1))
2) Cryopulse (Type: Ice, 15 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
3) Ghost Shock (Type: Pierce, 15 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock. Moves you to different, randomly selected, position adjacent to the target.)
4) 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.)
5) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed slightly. Cannot miss.)
6) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (3))
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 status effects and reactions).)
8) 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.)
Relic Upgrades:
Create Brand (Unlocks the Create Brand transmutation (available in the Brand menu), which lets you sacrifice a demon to create a new Brand based on its modifier. The new Brand's level will be equal to the sacrificed demon's level.)
Refine Brand (Unlocks the Refine Brand transmuation (available in the Brand menu), which raises the level of a Brand in your stock to match your own level. Does not change previously Applied copies of the Brand.)
Capacity Up IV (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Aux Guard I (Reduces incoming damage and increases status resistance by 17% per empty summon slot, up to 17%. No effect when Heroic.)
Aux Power I (Increases damage and healing dealt by 34% and reduces SP costs and cooldowns by 17% per empty summon slot, up to a 34% increase and 17% reduction respectively. No effect when Heroic.)
Far Summon II (Increases the range of Summon by 4.)
Call Demon (Unlocks the Call Demon transmuation, which calls forth a non-unique demon of your choice from among every variety you have successfully linked with. Demons called forth in this way are hostile, though not Distrustful.)
Didn't have any particular build in mind when I started this run, but then game handed ghost shock to me and I decided to try out dancer hybrid build with a little heroic buff. Also got glacial shell+heavy guard combo for more damage opportunities and arctic veil for faster shell recharge. At first I wanted to get some more blocking abilities to make heavy guard proc more often, but then I got icebreaker from a lucky fusion. I recruited Barbergazi just for cryopulse and decided to fuse it onto Shisa and got Wintry touch and Icebreaker. This run went pretty smoothly, don't remember anything particularly interesting. Well, I had a nice brand that worked really well with my aux i upgrades.
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Name : Imbued Oni
Level: 27
MaxHP: 116
MaxSP: 100
Strength: 90
Magic : 14
Vitality: 47
Agility : 29
Cunning : 28
Resist: Fire Body Dark Matter
Weak : Electricity Light
Soul Brand:
Mi-Ri-Vu-Al (Lv.21)
2 or less visible allies
Weak: Slash
SP Costs: -33%
Strength: +28
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 status effects 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) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
6) Guarding Cry (Type: Buff, 15 SP. Briefly improves defense by 25% for you and your allies. Cooldown: Presence (3))
7) 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.)
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
Oh and that Ehlose was very durable
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Name : Hulking Ehlose
Level: 26
MaxHP: 110
MaxSP: 100
Strength: 60
Magic : 11
Vitality: 55
Agility : 25
Cunning : 24
Immune: Body
Resist: Ice Electricity Light Dark
Weak : Fire
Soul Brand:
Wa-Ri-Le-Lif (Lv.24)
Base Strength is 33 or more
Speed: -30%
SP Costs: -45%
Immune: Fire
Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
2) Warning Cry (Type: Buff, 15 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (3))
3) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
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) Quake Hammer (Type: Impact, 30 SP. 85 Power attack.)
6) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
7) Normalizing Rain (Type: Healing, 10 SP. Removes Ignite, Chill, and Shock. Free action. Cooldown: Cantrip (3))
8) Numbing (Type: Body, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Paralysis, causing the target to frequently miss their turns.)
I like create brand, but like I mentioned before, would be nice to have it appear as an option in transmutation menu when you are forced to delete demon. I used create brand on every floor 1-3 times on average, but I had to dedicate one slot for a throwaway brand fodder demon, and sometimes that slot had to be taken for something more interesting which led to some create brand opportunity loss. HH wraith looks really badass btw, when we are getting new HH hostile summoner?
I also finally used Call Demon in this run. Picked it up just because I wanted to see the costs. I was sitting on 15 upgrade points and didn't feel like I need anything, so I decided to see how much Far summon upgrades cost. Was pleasantly surprised to see that up to far summon III they all cost just 5 points, and then I remember that call demon was buffed. I used it on T23 to restore maxHP through unicorn/mandrake links after fighting my vampire ghost. The damn ghost btw refused to die, I had 2 demons with wraith touch draining it, but it took it only 2 shade touches to undo 10 turns worth of work, and it still had 3 demons in the pocket to consume, so after some pointless skirmishing I just let it be. That ghost had 3 demons with eternal glory and wellspring. The idea was to use consume, then throw away 1/1hp demon, let it be gloriously reborn, then consume it again. Never had to use that strat during vampire run, ghost didn't feel like using it either. In fact, heroic ghosts seem to never summon anything ever. I was fighting ghost named Cat somewhere in the middle of the tower, but it never summoned anyone, even when it was dying. And it had a dedicated healer in its stable too. Another thing that hero ghosts seem to ignore is insta kill abilities. Cat had snipe shot in its arsenal but never used it. Similar can be said about vampire ghost, who used snuff out only once on a unicorn that was near death. Honestly it's probably for the best, otherwise they will be really obnoxious to fight.
Back to Call Demon. It's such a weird upgrade that has many not-so-obvious uses that almost feel like abuses. Like how else are you going to see something like this?

That's from mandrake link. And you can call some lame 1lvl demon at tower 20, give tier 3 modifier to it and fish for tier 3 abilities via revelation for cheap. If only demons in these links could spawn with brands, then it would had sick synergy with scan brand too

.
AND FINALLY, LET ME PRESENT YOU THE ULTIMATE WAR MACHINE BUILT FOR NOTHING BUT MAYHEM AND DESTRUCTION

WHAT INITIALLY WAS CREATED AS AN ANTIPODE TO MY EVIL VAMPIRIC BUILD ENDED UP BEING EVEN MORE EVIL
Hah, but seriously, game just handed this one to me. Look at these brands too
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Ra-Al (Lv.31)
No visible allies
Speed: +46%
Sa-Le-Al (Lv.2)
No visible allies
Speed: -20%
HP per Turn: +5.7% of MaxHP
Wa-Po-Al (Lv.2)
No visible allies
Magic: +12
Resist: Slash
Mi-Al (Lv.6)
No visible allies
Strength: +20
Speed up one was found on freaking tower 1 and initially had 28% speed bonus. Then on tower 2 I found barometz with execute, then malingee with sure slice. The perfect setup for all strength no agility build. And even Artemis (well technically Actaeon) showed up later for that sweet Sure Shot. So I grabbed alter self as my first upgrade and relocated all that stupid puny magic and agility that I foolishly was upgrading at first into strength and a little bit into vitality, with 4/1 ratio. Got innocence from Friar Rush again, and by anomaly I already was running around oneshotting things with execute. To my surprise, 1 agility and innocence was enough to have a reliable hit rate with my executing slices. Up until later floors I was hitting about 90% of my swings. Elokos were first who didn't want any of this, not only they were dodging most of my attacks, but my strength wasn't enough to execute them from full health. AND THAT'S WHERE ALL THOSE 100% ACCURACY ABILITIES CAME IN HANDY, YEA, I CHOPPED THOSE STUPID PLANT DWARVES REAL GOOD. AND I'M YELLING NOT ONLY BECAUSE THAT BUILD WAS LOTS OF FUN, I ALSO MANAGED TO GET THE MIGHTIEST ROAR FROM MIODCHAONIN, AND THAT THING DOESN'T MISS TOO. But the build really took off once I got massacre and unconquerable from Mordecai, who btw DIDN'T STAND A SINGLE CHANCE AND JUST GOT STUFFED BY MY 9000% ACCURACY SHOTS BEFORE HE COULD EVEN APPROACH ME. I remember how that one time I was able to three shot a hostile summoner, well with this build I two shot all of them. The only time when I was slightly in danger was me fighting with 3 powers head to head, and even then I didn't even use no healstones and my maxHP wasn't reduced. My accuracy gotten a lot worse by the end. Mind immune enemies started showing up more often, disabling my one and only accuracy buff, lots of high agility demons. Scarabs with EVD UP, Polongs with ACC DWN, freaking Bruchas with 100+ agility thanks to a brand. BUT NOTHING THAT A LIL BIT OF YELLING COULDN'T HANDLE. Status effects? Ha! Didn't worry about that either, with haunt, innocence and massacre I was killing pesky drujes, pixies, incubi, gorgons before they even got a chance to see me. +Speed brand helped a lot with that too. Well to be fair I was turned to stone twice, well, once. One time I used pure stone to remove harden because getting your head beaten in by 4 onies for 5 turns isn't fun. Second time I didn't even bother because I was up against gorgon banshee pack and I managed to sneak in one but MIGHTY roar, so while I was chilling in a stone form they were too busy attending their wounds. Needless to say, not at any point in this run I felt the need to summon anything. So far both of my hero builds turned out to be extremely OP but at the same time I got really lucky with abilities/brands, so I can't say for sure that Titan's fist is the ultimate "win the game" button. It is really powerful though for sure.