My first ghost on 20+ tower

The tower awaits!

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Sat Nov 25, 2017 1:13 am

You hate to see it, everybody is untouched and I am dead. Image I overextended a little bit and got bombarded with Yeti's boulders. I tried to shield myself with Archangel but he was dodging boulders every time, and when I almost got out of range, Yeti got lucky turn acceleration from lucky charm and finished me off.

Tlaloc had pretty sexy entourage in that run, sadly it's almost impossible to recruit them when they spawn with Tlaloc. Image
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.))
5) ------------
6) ------------
7) ------------
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.)
6) ------------
7) ------------
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.))
5) ------------
6) ------------
7) ------------
8) ------------


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.)
6) ------------
7) ------------
8) ------------


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.))
5) ------------
6) ------------
7) ------------
8) ------------


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 :D 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.
Image
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.
oneeyedjoe
 
Posts: 204
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Sun Nov 26, 2017 4:29 pm

Gluttony is a surprising omission from any drain build :D +50% drain effectiveness would be huge with Vigor Siphon and Reaper's Mien. :D But, it isn't available super frequently, and it's also possible you felt you were getting more than enough HP without it (though it'd still help with grabbing MaxHP via Vigor Siphon.)

I admit it didn't occur to me that Reaper's Mien would end up being something you had to work around due to being too high damaging. :D

Yeah, it's a bit undocumented (wince) but OFF Up and OFF Down definitely affect healing, since they raise the hidden "MagicPow" stat that both nukes and healing check. However, healing does *not* check the equivalent "MagicDef", so DEF Up and DEF Down have no effect.

Blob refuses to die twice because MaxHP draining attacks are usually two separate hits: one to HP, and one to MaxHP. Since it's two hits, it has two chances to pop Diehard (though since the damage is split between the two hits and the chance of Diehard popping is based on the damage of the hit, this works out to be pretty much the same.)

Wrath and Emit Lumin thing is weird. It should definitely prefer Emit Lumin against a melee target. I'll look into this and see what I can find out. :)

Congrats on a solid near-win run, and thanks for the report. :D
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Ferret
 
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Sun Nov 26, 2017 7:42 pm

On the diehard blob thing: I forgot to clarify that when endurance cooldown gets proced, log should say "blob staggers, barely staying upright" but it didn't, instead it said "blob refuses to die" but in a different color. At first I didn't notice that and almost lost my blob because of that. It's a small detail, but can catch someone off guard into losing their demon.
oneeyedjoe
 
Posts: 204
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Re: My first ghost on 20+ tower

Postby Ferret » Sun Nov 26, 2017 10:37 pm

Oh! Yeah, that is a problem! :P Thank you for pointing it out (again :D )
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Ferret
 
Posts: 1715
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Re: My first ghost on 20+ tower

Postby oneeyedjoe » Wed Nov 29, 2017 6:11 pm

Got an idea for a "challenge" run: just copy every ability from a unique demon of your choice and make soul armour out of them. I cheated a little bit because Headless has only 6 abilities, but at least those extra 2 do appear in his modifier.
Got up too 83k of credits, the most I've ever had by far, recycle is balanced :P .
Support cuts are decent, but it would be nice to see the active range of buffs/status effect removals on them.

Code: Select all
Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 11/29/2017 12:00:47 AM


Summoner Headless...
was chosen by the Crown of Glory,
selected Healing and Buff as their starting elements,
has earned a score of 70836,
is currently at Tower:23,
and is still alive!



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

Name : Headless
Level: 32
MaxHP: 192
MaxSP: 100

Strength: 66
Magic   : 4
Vitality: 86
Agility : 59
Cunning : 5

Resist: Ice Body
Weak  : Electricity Light

Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) 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.)
5) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
6) 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))
7) Cleansing Cut (Type: Slash, 20 SP. 70 Power attack. Removes Infection, Poison, and Paralysis from you or a nearby ally.)
8) Reviving Cut (Type: Slash, 15 SP. 70 Power attack. Briefly bestows Regeneration on you or a nearby ally, restoring health over time.)

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:
10 Chakra stone
11 Heal gem
10 Pure stone
3 Meteor rune
3 Heart glyph
2 Chakra gem
1 Frost glyph
3 Flame glyph
2 Bolt glyph
2 Venom rune
23 Heal stone
2 Curse rune
2 Zephyr card
2 Wind card
1 Calm card
3 Pure gem
1 Pain glyph
1 Gold offering
1 Might gem
1 Night rune
2 Peace offering
1 Magic map

Current Credits: 83267

Codex Daemonium Completion
Shared Codex   : 130 / 135 (96% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2*         0          1          6*         1         
Impact       0          0          2          6*         0         
Pierce       0          0          1          7*         0         
Fire         2          2          0          4*         2         
Ice          0          0          4*         2          2         
Electricity  0          0          1          5          2*         
Body         1          3          3*         1          1         
Mind         4          0          2          6*         0         
Light        1          2          0          4          2*         
Dark         3          1          2          4*         1         

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



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

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

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

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) 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.)
5) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
6) Sanction (Type: Light, 30 SP. Only affects enemies whose last action was a magical ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
7) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Baleful Banshee
Level: 28
MaxHP: 88
MaxSP: 100

Strength: 12
Magic   : 75
Vitality: 24
Agility : 24
Cunning : 55

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

Abilities Known:
1) Mind Howl (Type: Mind, 30 SP. 55 Power attack, enemies only. Cannot miss.)
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
4) Vigor Drain (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
5) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
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) Mind Spear (Type: Mind, 15 SP. 55 Power attack. Cannot miss.)


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


Name : Vile Akateko
Level: 26
MaxHP: 93
MaxSP: 100

Strength: 17
Magic   : 59
Vitality: 29
Agility : 41
Cunning : 34

Immune: Body
Resist: Dark
Weak  : Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt.)
2) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
6) Arresting Gaze (Type: Body, 20 SP. 85% chance to cause Paralysis, causing the target to frequently miss their turns. Cooldown: Presence (6))
7) 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))
8) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))


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

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

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) 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) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)


Name : Destined Leib-olmai
Level: 29
MaxHP: 119
MaxSP: 100

Strength: 68
Magic   : 37
Vitality: 45
Agility : 30
Cunning : 15

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Sentinel's Cry (Type: Buff, 35 SP. Briefly improves defense and evasion by 25% for you and your allies. Cooldown: Presence (3))
7) Empower (Type: Buff, 25 SP. Improves offense and defense by 25%.)
8) ------------


Name : Igneus Mulassa
Level: 32
MaxHP: 128
MaxSP: 100

Strength: 30
Magic   : 74
Vitality: 50
Agility : 28
Cunning : 28

Immune: Fire
Resist: 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) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
7) Pyre Rite (Type: Fire, 10 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for allies.)
8) ------------



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

 You feel more accurate!
 Your banshee looks energized!
 The rakshasa mangles your leib-olmai.
 The rakshasa looks healthier.
 Your leib-olmai misses the rakshasa.
 Your banshee psi-blasts the rakshasa.
 The rakshasa mangles your leib-olmai.
 The rakshasa looks healthier.
 Using Inspiring Cut...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You slash the rakshasa.
 Your banshee looks more accurate!
 Your banshee looks energized!
 Your leib-olmai leaps into action!
 Your leib-olmai rends the rakshasa.
 Your leib-olmai kills the rakshasa!!
 Your banshee gestures at your leib-olmai.
 Your leib-olmai looks healthier.
 You begin resting.
 Your banshee gestures at you.
 You feel better.
 Your evasion returns to normal.
 Your defense returns to normal.
 Your banshee's evasion returns to normal.
 Your banshee's defense returns to normal.
 Your leib-olmai's evasion returns to normal.
 Your leib-olmai's defense returns to normal.
 Your banshee gestures at you.
 You feel better.
 Your banshee's power returns to normal.
 Your banshee gestures at your leib-olmai.
 Your leib-olmai looks healthier.
 Your accuracy returns to normal.
 Your banshee gestures at you.
 You feel better.
 Your banshee's accuracy returns to normal.
 You continue resting to restore your
 inactive allies.
 Rest complete, but you must defeat enemies
 to restore your allies' missing Maximum HP.
 Using Summon...
 Nevermind then.
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Really win the game and start a new cycle?
 (Y or N)
 You win!



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

Name : 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, 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) ------------
7) ------------
8) ------------


Name : Stormborn Leib-olmai
Level: 29
MaxHP: 112
MaxSP: 100

Strength: 55
Magic   : 38
Vitality: 42
Agility : 34
Cunning : 26

Immune: Electricity
Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) 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))
7) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
8) ------------


Name : Jotunn
Level: 33
MaxHP: 123
MaxSP: 100

Strength: 78
Magic   : 34
Vitality: 61
Agility : 25
Cunning : 17

Immune: Ice
Resist: Slash Body
Weak  : Fire

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Then, Chill enemies in front of you, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Charge (4))
2) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
4) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)
5) 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.)
6) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Shoggoth
Level: 25
MaxHP: 108
MaxSP: 100

Strength: 49
Magic   : 14
Vitality: 49
Agility : 28
Cunning : 35

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) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
4) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (3))
5) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Quelling Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (3))
8) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Vorpal Incubus
Level: 30
MaxHP: 112
MaxSP: 100

Strength: 45
Magic   : 26
Vitality: 40
Agility : 44
Cunning : 45

Resist: Slash Impact Pierce Mind Dark
Weak  : Ice Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt.)
2) Love Tap (Type: Impact, 15 SP. 70 Power attack. 35% chance to cause Charm, turning the target against its allies.)
3) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
4) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
5) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
6) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding Ignite, Poison, and reactions).)
7) Calming Cut (Type: Slash, 20 SP. 70 Power attack. Removes Stun, Panic, Sleep, or Charm from you or a nearby ally.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


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.)
6) ------------
7) ------------
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.)
6) ------------
7) ------------
8) ------------


oneeyedjoe
 
Posts: 204
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Fri Dec 01, 2017 12:40 am

That's a neat challenge run idea. :D Huh... now it gets me wondering about game modes... ::scribbles in the idea box::

Yes yes, I know, Recycle is a little too awesome. :P A reckoning is coming... eventually. :P Luckily for you guys, I really can't afford to moosh anything else into this build, so it'll have to wait. :D

The support cuts're a tough case: they effectively have two ranges, and there isn't a really elegant way to UI that other than an outright hack. Maybe the easy fix is just make them range 8 so nobody worries about it anymore, but if I do that I probably need to raise the SP cost... maybe? I'll think about it. :D

Congrats on the special win, and thanks for the report. :D
User avatar
Ferret
 
Posts: 1715
Joined: Tue Sep 16, 2014 3:18 pm

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Mon Jan 22, 2018 9:07 pm

Image
FINALLY!!
Since my last post here I was actively hunting last demon for full completion. Took about 10 runs, most of those were actual wins, but Slenderman was refusing to spawn. On one of those runs I had enemy lure and used 4 trouble chimes on tower 20 with no success, but alas, game could resist only for so long and it is finally done (with a little help of a golden offering ;) ).
100% securing character
Code: Select all
Demon Party Dump File
Version 7/26/2017, Scoring Model: 5/26/2017
Dump file created at: 1/23/2018 1:27:50 AM


Summoner RottenPotato...
was chosen by the Hand of the Dead,
selected Debuff and Healing as their starting elements,
has earned a score of 80114,
is currently at Tower:23,
and is still alive!



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

Name : RottenPotato
Level: 34
MaxHP: 175
MaxSP: 100

Strength: 9
Magic   : 4
Vitality: 130
Agility : 4
Cunning : 83

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

Abilities Known:
1) Withering Grasp (Type: Debuff, 15 SP. 85% chance to reduce offense and accuracy by 20%.)
2) Vitiating Grasp (Type: Debuff, 15 SP. 85% chance to reduce defense and evasion by 20%.)
3) 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))
4) Judge's Veil (Type: Light, Reactive. 35% chance to inflict Guilt on adjacent characters that deal damage to you, healing those who damage the targets (excluding reactions).)
5) Accursed Veil (Type: Dark, Reactive. 35% chance to inflict Pariah on adjacent characters that deal damage to you, causing the target's allies to take damage when the target does (excluding reactions).)
6) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
7) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
8) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)

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...)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))

Inventory:
9 Chakra stone
12 Pure stone
1 Silver offering
1 Guardian gem
4 Calm card
2 Pain glyph
2 Venom rune
1 Red essence
2 Peace offering
1 Blizzard rune
1 Heart glyph
16 Heal stone
2 Zephyr card
2 Pure gem
2 Might gem
2 Heal gem
1 Wind card
1 Frost glyph

Current Credits: 30506

Codex Daemonium Completion
Shared Codex   : 135 / 135 (100% complete)



--==== Party Overview  ====--

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

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



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

Name : Chthonic Shoggoth
Level: 29
MaxHP: 142
MaxSP: 100

Strength: 52
Magic   : 12
Vitality: 75
Agility : 25
Cunning : 31

Resist: Slash 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) 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) 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.)
7) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
8) Wraith Strike (Type: Impact, 20 SP. 85 Power attack.)


Name : Slenderman
Level: 43
MaxHP: 122
MaxSP: 100

Strength: 48
Magic   : 26
Vitality: 42
Agility : 75
Cunning : 74

Immune: Mind Dark
Resist: Ice
Weak  : Electricity Light

Abilities Known:
1) Lifesteal Bite (Type: Pierce, 20 SP. 100 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Wraith Strike (Type: Impact, 20 SP. 85 Power attack.)
3) Steal Touch (Type: Body, 10 SP. Drains the target's SP by 25%, restoring your own SP by 66% of the amount drained.)
4) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
5) 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))
6) Terrifying (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Panic, causing the target's actions to sometimes be randomized.)
7) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
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 : Maj. Oni
Level: 29
MaxHP: 121
MaxSP: 100

Strength: 63
Magic   : 12
Vitality: 51
Agility : 44
Cunning : 25

Resist: Fire Body Mind Dark
Weak  : Electricity Light

Abilities Known:
1) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
2) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding Ignite, Poison, and reactions).)
3) 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.)
4) 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.)
5) Resolute (Type: Healing, Reactive. Reduces the remaining duration of each of your negative status effects by 20% of the current duration when damaged by attacks (excluding reactions). No effect on Stun or Shock.)
6) 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.)
7) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
8) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))


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) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
2) 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))
3) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
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) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)


Name : Brewmaster Unicorn
Level: 29
MaxHP: 113
MaxSP: 100

Strength: 28
Magic   : 60
Vitality: 38
Agility : 28
Cunning : 41

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) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))


Name : 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.)



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

 Your evasion returns to normal.
 Your defense returns to normal.
 One or more of your allies is on the verge
 of death!
 Using Dismiss...
 You unsummon your oni!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your unicorn!
 You begin resting.
 Your unicorn shouts a rallying cry.
 Your unicorn looks healthier.
 Slenderman looks healthier.
 Slenderman feels less guilty.
 Your unicorn chants while pointing at
 Slenderman.
 Slenderman is no longer badly poisoned.
 You feel less guilty.
 You are less isolated.
 Your civatateo's evasion returns to normal.
 Your civatateo's defense returns to normal.
 Your oni is no longer badly poisoned.
 Your oni feels less guilty.
 Your unicorn gestures at Slenderman.
 Slenderman looks healthier.
 Your oni's evasion returns to normal.
 Your oni's defense returns to normal.
 Your unicorn gestures at itself.
 Your unicorn looks healthier.
 Your civatateo's accuracy returns to normal.
 Your civatateo's power returns to normal.
 Slenderman's accuracy returns to normal.
 Slenderman's power returns to normal.
 Slenderman's evasion returns to normal.
 Slenderman's defense returns to normal.
 Your oni's accuracy returns to normal.
 Your oni's power returns to normal.
 You continue resting to restore your
 inactive allies.
 Rest complete.
 Using Restore Demon...
 Nevermind then.
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Really win the game and start a new cycle?
 (Y or N)
 You win!



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

Name : 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, 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) ------------
7) ------------
8) ------------


Name : Death worm
Level: 30
MaxHP: 109
MaxSP: 100

Strength: 40
Magic   : 52
Vitality: 40
Agility : 28
Cunning : 40

Immune: Electricity Body
Resist: Fire Mind
Weak  : Ice

Abilities Known:
1) Chain Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
2) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
3) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
4) Exterminate (Type: Body, 15 SP. Only affects characters that are Infected, Poisoned, or Paralyzed. 130 Power attack, but misses if the damage would not be fatal.)
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) ------------
7) ------------
8) ------------


Name : 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, 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) ------------
7) ------------
8) ------------


Name : Sainted Mananangal
Level: 30
MaxHP: 102
MaxSP: 100

Strength: 12
Magic   : 65
Vitality: 16
Agility : 42
Cunning : 65

Immune: Light Dark
Resist: Mind
Weak  : Body

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 85% chance to reduce offense by 20%.)
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) 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) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
7) Martyr (Type: None, Reactive. Reduces Light and Dark cooldowns by 1 turn when you are damaged by an attack.)
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 : Unicorn
Level: 29
MaxHP: 114
MaxSP: 100

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

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))


Name : Pele
Level: 30
MaxHP: 122
MaxSP: 100

Strength: 24
Magic   : 76
Vitality: 36
Agility : 36
Cunning : 28

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) 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. Free action. Cooldown: Cantrip (3))
8) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)


Even with enemy lure since tower 3 and 6 chimes I couldn't hit that lvl35. Hopefully that 1 extra sanctum in upcoming matter update will be enough to enjoy 5 relic upgrades at once, even if for a very insignificant amount of time.

Short review of some winning builds.

Code: Select all
Summoner Cooking oil...
was chosen by the Orb of Power,
selected Fire and Fire as their starting elements,
has earned a score of 139566 (presently on cycle 2),
is currently at Tower:23,
and is still alive!



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

Name : Cooking oil
Level: 32
MaxHP: 128
MaxSP: 100

Strength: 9
Magic   : 114
Vitality: 4
Agility : 51
Cunning : 42

Resist: Fire Mind
Weak  : Slash Impact Pierce

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) Magma Conjuring (Type: Fire, 35 SP. 100 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
4) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
5) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
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) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
8) Incinerate (Type: Fire, 25 SP. Must target an Ignited enemy. 130 Power attack, but misses if the damage would not be fatal.)


This was my first ever specialist win, usually I avoid "octupling" down on a single element. But this one turned out to be pretty powerful, even against fire resistant targets.

Code: Select all
Summoner Jason...
was chosen by the Titan's Fist,
selected Slash and Healing as their starting elements,
has earned a score of 66305,
is currently at Tower:23,
and is still alive!



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

Name : Jason
Level: 31
MaxHP: 163
MaxSP: 100

Strength: 81
Magic   : 4
Vitality: 74
Agility : 41
Cunning : 5

Immune: Body
Resist: Mind
Weak  : Electricity

Abilities Known:
1) Sure Slice (Type: Slash, 15 SP. 70 Power attack. Cannot miss.)
2) Ghost Pierce (Type: Pierce, 15 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
3) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
4) 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.)
5) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
6) Counterattack (Type: Slash, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 55 Power attack.)
7) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
8) 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))

This one was pretty simple: use ghost pierce to break through enemy lines and then smash. I kept sure slice just to counter any +evasion/-accuracy shenanigans because my agility was pretty low. Counter attack was a good source of extra damage because I was always surrounded by enemies anyway.

Code: Select all
Summoner Stormy...
was chosen by the Orb of Power,
selected Electricity and Ice as their starting elements,
has earned a score of 72936,
is currently at Tower:23,
and is still alive!



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

Name : Stormy
Level: 33
MaxHP: 160
MaxSP: 125

Strength: 4
Magic   : 95
Vitality: 41
Agility : 14
Cunning : 61

Resist: Electricity Mind
Weak  : Slash Impact Pierce

Abilities Known:
1) Volt Call (Type: Electricity, 20 SP. 40 Power attack. Has a 35% chance to inflict Shock, causing the target to miss their next turn. Cannot miss.)
2) 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.)
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) Reprogram (Type: Mind, 30 SP. 40 Power attack. Has a 35% chance to inflict Charm, turning the target against its allies.)
5) 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.))
6) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
7) Storm Lord (Type: Electricity, Passive. Reduces the SP costs of abilities by 20 if you can see any Shocked characters.)
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)


This one was pretty cool build. All my melee demons had Stormwalk and I had infinity SP. Sadly I was running low on credits entire game and couldn't get any really strong and expensive AoE spells. Imagine spamming chain lightning or pink sign every other turn.

Code: Select all
Summoner Devourer...
was chosen by the Eye of the Dragon,
selected Impact and Pierce as their starting elements,
has earned a score of 77375,
is currently at Tower:23,
and is still alive!



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

Name : Devourer
Level: 33
MaxHP: 136
MaxSP: 100

Strength: 114
Magic   : 9
Vitality: 16
Agility : 43
Cunning : 48

Resist: Body
Weak  : Electricity

Abilities Known:
1) Mighty Roar (Type: Impact, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 50% chance to inflict Stun, causing the targets to miss their next turn. Cooldown: Breath (6))
2) 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).)
3) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
4) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)
5) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, and reactions).)
6) 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.)
7) Ready Block (Type: Defense, Passive. If your last action was a Melee or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
8) 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.)

My second win with eye of the dragon. Pretty straight forward build: shout at things, soften them up with hex and then eat them all.

I also tried another roleplay challenge. Vodun mask with Artemis build, but it died to a mirror chime :lol: .
oneeyedjoe
 
Posts: 204
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Wed Jan 24, 2018 12:05 am

Holy crap. :D Amazing! Congrats!

Adding 1 level to the Tower generally adds 1 XL to what you can gain, slightly more when using Enemy Lure. So you might very well be able to barely hit 35th. :D

Ignite can do pretty good damage on its own, and Firestarter pretty much cancels out Fire Resistance in terms of trying to apply it. All you need then is one of Fire's many relatively high odds Ignite chance spells and you're probably good to go. :D

:D Stormwalk as a way of focus firing huh? Yeah, I can see that working. :D Pretty good little battery build there, and yeah, it'd be even crazier with real spells (though Reprogram is pretty real :P )

I'll probably make a blog/twitter post about your win tomorrow night when I have a bit more time, if you don't object. I can reference your Twitch channel too if you like. :D Lemme know :D

Thanks for the report, and I'm glad you're enjoying Demon as much as you are. :D
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Ferret
 
Posts: 1715
Joined: Tue Sep 16, 2014 3:18 pm

Re: My first ghost on 20+ tower

Postby oneeyedjoe » Wed Jan 24, 2018 8:34 am

I don't mind the post, put putting there my Twitch channel would be false advertisement as Demon is a pretty rare thing there. I will most likely try to stream it once matter update is out though.
oneeyedjoe
 
Posts: 204
Joined: Tue Feb 14, 2017 4:30 pm

Re: My first ghost on 20+ tower

Postby Ferret » Thu Jan 25, 2018 12:32 am

Fair enough. :) I won't mention the Twitch channel for now then, but if you still plan to stream the Matter build once it's out, I can say something then. :D Thanks!
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Ferret
 
Posts: 1715
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