Tlaloc had pretty sexy entourage in that run, sadly it's almost impossible to recruit them when they spawn with Tlaloc.
So I killed them all.
Anyway, this is not the run I wanted to show.
- Code: Select all
Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 11/24/2017 6:31:46 PM
Summoner EssenceEater...
was chosen by the Orb of Power,
selected Dark and Buff as their starting elements,
has earned a score of 71146,
is currently at Tower:22,
and is quite dead!
--==== Main Character ====--
Name : EssenceEater
Level: 32
MaxHP: 182
MaxSP: 100
Strength: 9
Magic : 127
Vitality: 76
Agility : 5
Cunning : 8
Resist: Mind Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Vigor Siphon (Type: Dark, 25 SP. 55 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
3) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))
4) Might (Type: Buff, 10 SP. Improves offense by 25%.)
5) 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))
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 10, and if you start your turn with a Light or Dark cooldown of 2 or less, it is cleared.)
8) 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.)
Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
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.)
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.)
Inventory:
1 Curse rune
3 Trouble chime
8 Pure stone
2 Tempest rune
17 Heal stone
4 Mirror chime
4 Heart glyph
1 Venom rune
6 Chakra stone
1 Might gem
1 Bronze offering
2 Guardian gem
3 Meteor rune
1 Flame glyph
Current Credits: 30322
Codex Daemonium Completion
Shared Codex : 125 / 135 (92% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 1 0 0 6 1*
Impact 1 0 0 6 1*
Pierce 2 0 0 6 1*
Fire 3 1 0 4* 2
Ice 1 1 1 3* 2
Electricity 0 0 1 5* 1
Body 0 0 1 5* 1
Mind 2 1 2* 4 0
Light 1* 2 0 4* 1
Dark 2* 0 2* 4 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Psychic Atua
Level: 25
MaxHP: 99
MaxSP: 100
Strength: 25
Magic : 31
Vitality: 22
Agility : 25
Cunning : 72
Resist: Body Mind Dark
Weak : Ice Light
Abilities Known:
1) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
2) Witch Cut (Type: Slash, 15 SP. 70 Power attack. Has a 50% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
3) Autoantipathy (Type: Mind, 5 SP. Must be used on a Panicked target. 55 Power attack. Cannot miss. Free action. Cooldown: Cantrip (3))
4) 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.)
5) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Set Alight (Type: Fire, 20 SP. 40 Power attack. Has a 100% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
8) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
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) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
8) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
Name : Destined Unicorn
Level: 29
MaxHP: 128
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) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
Name : Bigfoot
Level: 39
MaxHP: 150
MaxSP: 100
Strength: 104
Magic : 9
Vitality: 59
Agility : 37
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) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
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) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) 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))
7) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
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 : 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.)
Name : Yuki-onna
Level: 30
MaxHP: 110
MaxSP: 100
Strength: 32
Magic : 60
Vitality: 32
Agility : 32
Cunning : 44
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) 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) ------------
8) ------------
--==== Recent Messages ====--
The yuki-onna looks healthier.
The yuki-onna looks refreshed.
The scarab stares at your druj nasu.
The scarab burns Bigfoot.
It's super effective!
The scarab burns Reprobus.
The scarab gestures at the yuki-onna.
The yuki-onna looks more evasive!
Valindra melts your druj nasu.
It's super effective!
The ikiryo is no longer charmed.
The ikiryo smites you.
It isn't very effective.
Your relic struggles to keep you alive!
Bigfoot is still charmed!
Bigfoot tosses a log.
Bigfoot smashes your druj nasu.
Bigfoot kills your druj nasu!!
Bigfoot smashes you.
It's super effective!
Your relic struggles to keep you alive!
Bigfoot looks refreshed.
Using zephyr card...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You use the zephyr card.
You summon your yuki-onna!
Using pure stone...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You use the pure stone.
Your accuracy returns to normal.
You are no longer chilled.
You feel more vigorous.
Reprobus stabs the yuki-onna.
The scarab gestures at the yuki-onna.
The yuki-onna looks protected!
The yuki-onna drains you.
The yuki-onna looks healthier.
The yuki-onna is no longer on fire.
Valindra withers your yuki-onna.
Valindra saps your yuki-onna's vigor!
Valindra looks more vigorous.
Reprobus is no longer chilled.
Bigfoot is still charmed!
Bigfoot tosses a log. Bigfoot smashes you.
It's super effective!
You die...
--==== Recently Slain Allies ====--
Name : Charun
Level: 26
MaxHP: 107
MaxSP: 100
Strength: 73
Magic : 29
Vitality: 36
Agility : 28
Cunning : 14
Resist: Dark
Weak : Electricity Light
Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) 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.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
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8) ------------
Name : Cherufe
Level: 29
MaxHP: 102
MaxSP: 100
Strength: 31
Magic : 63
Vitality: 47
Agility : 23
Cunning : 31
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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8) ------------
Name : Charun
Level: 26
MaxHP: 107
MaxSP: 100
Strength: 73
Magic : 29
Vitality: 36
Agility : 28
Cunning : 14
Resist: Dark
Weak : Electricity Light
Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) 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.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
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Name : Gelidus Jinn
Level: 22
MaxHP: 94
MaxSP: 100
Strength: 20
Magic : 55
Vitality: 32
Agility : 27
Cunning : 26
Immune: Fire Ice
Resist: Dark
Weak : Light
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) Fireball (Type: Fire, 25 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Disable Mind (Type: Mind, 30 SP. 40 Power attack. Has a 50% chance to inflict Sleep, preventing the target from acting for a few turns or until damaged. Cannot miss.)
4) 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.)
5) 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))
6) Hailstorm (Type: Ice, 35 SP. Attenuated 70 Power attack split between Ice and Impact; both the Ice and Impact damage are based on Magic. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
7) 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))
8) ------------
Name : Leib-olmai
Level: 30
MaxHP: 110
MaxSP: 100
Strength: 70
Magic : 38
Vitality: 46
Agility : 31
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 : Rakshasa
Level: 26
MaxHP: 102
MaxSP: 100
Strength: 73
Magic : 21
Vitality: 36
Agility : 25
Cunning : 25
Resist: Fire Dark
Weak : Ice 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) Lethal Claw (Type: Slash, 20 SP. 100 Power attack.)
3) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
4) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
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Name : Sainted Druj nasu
Level: 28
MaxHP: 109
MaxSP: 100
Strength: 12
Magic : 49
Vitality: 37
Agility : 12
Cunning : 80
Immune: Body Light
Resist: Dark
Weak : Fire
Abilities Known:
1) Sepsis Wave (Type: Body, 20 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times).)
2) Emit Lumin (Type: Light, 10 SP. 70 Power attack. Cannot miss. Cooldown: Light (1))
3) 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%.)
4) 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))
5) Retch (Type: Body, 10 SP. Must target a character with Infection, Poison, or Paralysis. 40 Power attack. Delays the target's next turn, and adds 2 turns of Breath cooldown. Cannot miss. Free action. Cooldown: Cantrip (3))
6) Reprogram (Type: Mind, 30 SP. 40 Power attack. Has a 35% chance to inflict Charm, turning the target against its allies.)
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
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.))
Another variation of dark healer, but instead of drain spells I was using Snuff Out/Expel with reaper's mien. Without any resistance/weakness shenanigans you get 65 power heal whenever you execute an enemy, but with off up, def down and light or dark (mostly dark) weakness you can get pretty ridiculous amount of HP for killing enemies and then distribute it with draw wounds. I never figured out how complete build would look though. At first in addition to Snuff Out/Draw wounds/Reaper's mien I had Might, Vigor siphon, Vigorous, Diehard and Souleater. I decided to keep might after all because I didn't want to be dependent on demons to buff me and off up is always nice when your best source of damage are execution spells. I kept Vigor Siphon too as alternative type of attack. Diehard I replaced later with Expel because more Dark themed packs with dark resistance started to appear and I wasn't getting any use out of Diehard anyway. Souleater was pretty meh in early game, but when you start encountering big holy packs it really starts to shine, I was getting good chunks of HP from fallen Angels and Rulers, but during one nasty fight with a relic wraith I replaced it with Diehard just to stop losing max hp from relic preservation mode. But I forgot that souleater is pretty much impossible to come across in the late game so I had to stick with die hard, which actually really helped me in that fight and allowed me to tank quite a few hits without losing my maxHP. But after that I almost never was in danger of dying and Diehard felt useless. I decided to go with Twilight for CD reduction/lower SP cost and Ever ready in the end. Still wasn't entirely satisfied with it because at that point I had very high magic and with some help from buffs/debuffs I could finish off enemies while their hp is at more than 50% so reaper's mien wasn't giving me anything. I had to purposely wait for enemies to drop below 50% for those huge heals, instead of banishing and exterminating them left and right, thus reducing my combat effectiveness.
But overall that build was pretty fun, it's very satisfying to get 50hp heals when you kill an enemy.
I died to Valindra on Tower 22. Don't really remember the details of that fight, but main thing that killed me was my charmed Bigfoot who got to launch logs at me 2 turns in a row. After eating first log with my face I didn't bother to check his luck CD and restored some maxHP with a pure stone. But he got very lucky apparently and on the next turn I ate another and final log.
Some "interesting" mechanics.
Off UP makes healing spells heal for more (I only tested it with draw wounds though). It's probably very obvious thing, but I never realized it until now. Probably it's safe to assume that off down makes them worse. In any case I wonder if def up/down has any effect on healing target.
Some weird bug with either maxhp drains vs die hard or with text log. It says Blob refuses to die twice, but second time it says it with red text and endurance CD actually gets popped.
That Sainted Druj Nasu in the "recently slain allies" came equipped with Wrath and Emit Lumin, both 70 Power attacks, but Wrath costs more, has longer CD and longer range. But Druj was using Wrath when enemies were in melee range, which was very inefficient.