Re: My first ghost on 20+ tower
Posted: Sat Jun 02, 2018 11:44 am
First "win" on the actual matter update. For this build I collected all passives that give you some sort of defense bonus.
Aux guard needs a little something something to be on par with aux power, it felt underwhelming (maybe partially because I already had a bunch of defense?). Aux power gives you extra damage, less SP costs and lowered cooldowns, guard is just damage reduction and status effect resistance. Need a 3rd effect to make it even. Maybe increased SP recovery rate, natural HP regen or just faster maxHP recovery.
Had pretty amusing fight with madevra: when I found her I didn't have anything that could damage her reliably and the floor was mostly cleared already. I retreated, searched some corpses, got copro-seco for set alight and ukobach for greek fire, copied that to angel, came back and slowly and painfully melted her.
With Ruhin soul armor, healing factor and a bunch of defense I could take on most packs in solo. Aux upgrades helped too of course. My party mostly was consisted of healers and buffers, later I got some light smiters.
Got that Zagh with uncurse host and healing rain from Jayle, lost it 2 times and had to use mirror chimes to save it. I wish my first negotiation link with it was that easy, had to basically delete 2 good demons to make it work. Thankfully good creatures can join you even when you run out of everything. Here I got lucky and didn't lose any patience when I refused to get rid of oppressor.
Had similar to madevra experience with tremane - he was resistant to everything I had. Again, cleared the floor, got a shikome from heart ghost, wasted my last credits to give it some stuff and then tremane just killed it when it had 60hp left . Had to abandon him in the end. My ghost turned out relatively weak, but if you won't have infection/melting/max hp drains it will take forever to kill judging by my mirror fights. Hopefully my ghost will have that shikome at least.
I noticed that AI sometimes overuses Expel, even when enemy has almost no hp left demons prefer using expel over smite.
Aux guard needs a little something something to be on par with aux power, it felt underwhelming (maybe partially because I already had a bunch of defense?). Aux power gives you extra damage, less SP costs and lowered cooldowns, guard is just damage reduction and status effect resistance. Need a 3rd effect to make it even. Maybe increased SP recovery rate, natural HP regen or just faster maxHP recovery.
Had pretty amusing fight with madevra: when I found her I didn't have anything that could damage her reliably and the floor was mostly cleared already. I retreated, searched some corpses, got copro-seco for set alight and ukobach for greek fire, copied that to angel, came back and slowly and painfully melted her.
With Ruhin soul armor, healing factor and a bunch of defense I could take on most packs in solo. Aux upgrades helped too of course. My party mostly was consisted of healers and buffers, later I got some light smiters.
Got that Zagh with uncurse host and healing rain from Jayle, lost it 2 times and had to use mirror chimes to save it. I wish my first negotiation link with it was that easy, had to basically delete 2 good demons to make it work. Thankfully good creatures can join you even when you run out of everything. Here I got lucky and didn't lose any patience when I refused to get rid of oppressor.
Had similar to madevra experience with tremane - he was resistant to everything I had. Again, cleared the floor, got a shikome from heart ghost, wasted my last credits to give it some stuff and then tremane just killed it when it had 60hp left . Had to abandon him in the end. My ghost turned out relatively weak, but if you won't have infection/melting/max hp drains it will take forever to kill judging by my mirror fights. Hopefully my ghost will have that shikome at least.
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Demon Party Dump File
Version 5/13/2018, Scoring Model: 5/11/2018
Dump file created at: 6/2/2018 3:43:50 PM
Summoner Tanky...
was chosen by the Titan's Fist,
selected Slash and Healing as their starting elements,
has earned a score of 72957,
is currently at Tower:23,
and is quite dead!
--==== Main Character ====--
Name : Tanky
Level: 33
MaxHP: 186
MaxSP: 100
Strength: 85
Magic : 4
Vitality: 110
Agility : 11
Cunning : 5
Immune: Body Matter
Resist: Mind
Weak : Electricity
Abilities Known:
1) Sure Slice (Type: Slash, 15 SP. 70 Power attack. Cannot miss.)
2) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
3) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (0))
4) 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.)
5) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
6) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
7) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
Relic Upgrades:
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)
Aux Guard I (Reduces incoming damage and increases status resistance by 17% per empty summon slot, up to 17%. No effect when Heroic.)
Aux Power I (Increases damage and healing dealt by 34% and reduces SP costs and cooldowns by 17% per empty summon slot, up to a 34% increase and 17% reduction respectively. No effect when Heroic.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Inventory:
1 Blizzard rune
17 Pure stone
11 Heal stone
3 Chakra stone
6 Pure gem
2 Peace offering
2 Wind card
2 Meteor rune
4 Pain glyph
1 Magic map
3 Heal gem
2 Curse rune
2 Calm card
1 Might gem
1 Heart glyph
1 White essence
1 Bolt glyph
1 Flame glyph
1 Venom rune
2 Tempest rune
Current Credits: 1121
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 1* 0 1 6* 0
Impact 0 0 0 6* 1
Pierce 1 0 1 6* 0
Fire 0 0 1 5* 1
Ice 0 0 1 4* 2
Electricity 0 0 3 2 2*
Body 2 1* 3 3 0
Mind 1 1 4* 2 0
Matter 1 1* 1 5 0
Light 2 3 1 3* 0
Dark 0 1 1 3* 2
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Lethal Eloko
Level: 27
MaxHP: 111
MaxSP: 100
Strength: 57
Magic : 21
Vitality: 36
Agility : 28
Cunning : 43
Resist: Electricity Body Mind
Weak : Fire Ice
Abilities Known:
1) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
2) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
3) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
4) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
5) 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.)
6) 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.)
7) Acidic Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to inflict Melting, causing damage over time.)
8) Poison Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)
Name : Radiant Civatateo
Level: 33
MaxHP: 118
MaxSP: 100
Strength: 17
Magic : 87
Vitality: 45
Agility : 28
Cunning : 38
Resist: Fire Ice Body Light Dark
Weak : Electricity
Abilities Known:
1) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
4) 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))
5) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Halo (Type: Light, 20 SP. Only affects enemies. 85 Power attack. Cannot miss. Cooldown: Light (2))
8) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
Name : Umdhlebi
Level: 29
MaxHP: 129
MaxSP: 100
Strength: 23
Magic : 23
Vitality: 67
Agility : 15
Cunning : 67
Immune: Mind
Resist: Electricity Matter
Weak : Ice
Abilities Known:
1) Envenom Host (Type: Body, 20 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
2) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)
3) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
5) Vile Dance (Type: Body, 20 SP. 85% chance to apply Infection to enemies, which prevents most HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
8) Wither Host (Type: Debuff, 40 SP. 85% chance to reduce offense and accuracy by 20%.)
Name : Imbued Scarab
Level: 24
MaxHP: 90
MaxSP: 100
Strength: 27
Magic : 27
Vitality: 48
Agility : 55
Cunning : 13
Immune: Light Dark
Resist: Slash Pierce
Weak : Impact
Abilities Known:
1) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
2) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
5) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
Name : Sainted Ruler
Level: 31
MaxHP: 117
MaxSP: 100
Strength: 23
Magic : 70
Vitality: 36
Agility : 23
Cunning : 53
Immune: Light
Resist: Electricity Mind
Weak : Dark
Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Might (Type: Buff, 10 SP. Improves offense by 25%.)
3) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
4) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
5) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
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) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))
Name : Brewmaster Unicorn
Level: 28
MaxHP: 110
MaxSP: 100
Strength: 27
Magic : 59
Vitality: 37
Agility : 27
Cunning : 40
Immune: Light
Resist: Body Mind
Weak : Dark
Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
3) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
5) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
8) Uncurse Host (Type: Healing, 25 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
--==== Recent Messages ====--
It isn't very effective.
Your unicorn hits Tremane.
It isn't very effective.
Tremane looks calm!
Your eloko feels less guilty.
Tremane slashes your unicorn.
Your unicorn gestures at itself.
Your unicorn looks healthier.
You are no longer stunned.
Tremane slashes your unicorn.
Your unicorn gestures at itself.
Your unicorn looks healthier.
Tremane slashes your unicorn.
Your unicorn hits Tremane.
It isn't very effective.
Tremane slashes your unicorn.
One of your allies is in danger!
Using Dismiss...
You unsummon your unicorn!
There is a shimmering portal to Victory
here. Press 'p', '<', or '>' to change
levels.
Using Summon...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You summon your unicorn!
Using Summon...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You summon your ruler!
Your unicorn gestures at itself.
Your unicorn looks healthier.
You begin resting.
Your unicorn gestures at itself.
Your unicorn looks healthier.
Your unicorn gestures at itself.
Your unicorn looks healthier.
You continue resting to restore your
inactive allies.
Rest complete, but you must defeat enemies
to restore your allies' missing Maximum HP.
Using Restore Demon...
Nevermind then.
Using Copy Ability...
Nevermind then.
Are you sure you want to abandon the current
game? If so, re-enter your summoner's name.
You quit...
--==== Recently Slain Allies ====--
Name : Angel
Level: 22
MaxHP: 84
MaxSP: 100
Strength: 26
Magic : 45
Vitality: 32
Agility : 32
Cunning : 25
Immune: Light
Resist: Fire Electricity
Weak : Dark
Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
3) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
5) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))
6) 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.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
Name : Blessed Ruhin
Level: 21
MaxHP: 90
MaxSP: 100
Strength: 12
Magic : 25
Vitality: 31
Agility : 40
Cunning : 47
Immune: Body Matter
Resist: Mind
Weak : Electricity
Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Might (Type: Buff, 10 SP. Improves offense by 25%.)
3) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
4) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
5) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
6) Acid Wash (Type: Matter, 15 SP. 85% chance to inflict Melting, causing damage over time.)
7) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
8) 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))
Name : Foul Chachapuma
Level: 27
MaxHP: 118
MaxSP: 100
Strength: 60
Magic : 12
Vitality: 30
Agility : 24
Cunning : 59
Resist: Electricity
Weak : Ice Mind
Abilities Known:
1) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Stunning Blow (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Stun, causing the target to miss their next turn.)
3) Clobber (Type: Impact, 5 SP. 100 Power attack. Half normal accuracy.)
4) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
5) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
6) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
7) 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).)
8) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
Name : Fatewarper Cherufe
Level: 27
MaxHP: 102
MaxSP: 100
Strength: 24
Magic : 48
Vitality: 36
Agility : 18
Cunning : 59
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) Vitiate (Type: Debuff, 30 SP. 85% chance to reduce defense and evasion by 20%.)
7) Wither Host (Type: Debuff, 40 SP. 85% chance to reduce offense and accuracy by 20%.)
8) ------------
Name : Lifebender Zagh
Level: 28
MaxHP: 122
MaxSP: 100
Strength: 12
Magic : 68
Vitality: 43
Agility : 30
Cunning : 37
Immune: Mind Light
Weak : Fire Dark
Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Humble (Type: Light, 20 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (2))
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
5) Uncurse Host (Type: Healing, 25 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
6) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
7) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))
8) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
Name : Reprobus
Level: 29
MaxHP: 133
MaxSP: 100
Strength: 67
Magic : 31
Vitality: 39
Agility : 35
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. Can be used while Muted. 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, Melting, and reactions).)
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
Name : Shikome
Level: 31
MaxHP: 106
MaxSP: 100
Strength: 20
Magic : 70
Vitality: 33
Agility : 41
Cunning : 41
Immune: Dark
Resist: Ice Body
Weak : Mind Light
Abilities Known:
1) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) Possess (Type: Dark, 30 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 (5))
3) 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))
4) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
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) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
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) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
I noticed that AI sometimes overuses Expel, even when enemy has almost no hp left demons prefer using expel over smite.