My second ever visit into Anomaly:3 started very badly. I was just casually strolling, being proud of myself since I managed to clear oUr sAnCtUm for the first time ever (yeah, I haven't progressed very far yet), when suddenly... Madevra. I thought it won't be that bad, since she's fighting 1v4... yeah. I barely escaped, losing Vikhor along the way, met (and rather easily defeated) a group of aithirs, then consolidated on my tactics. And tried again to bring her down. And failed. And tried again. And failed... again. Guilt gives great sustain for her (and it would for me, but she's immune to light ._.), and she blocks\parries my best attack, so most I've managed to do is bring her down to critical health... then I had to retreat my demon because it was too in critical, and then she just heals more than we could damage.
So I was resting and thinking of a better plan of attack, when suddenly... Paracelsus! And entourage, of course. And when I tried to run, I met Maderva again. And again I barely escaped by using my healer as a bait of sorts (I knew he would survive, but it still weren't a pleasant experience). After running in a circles, I'm standing like an idiot, alone in the hallways.
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Demon Party Dump File
Version 3/31/2017, Scoring Model: 3/31/2017
Dump file created at: 4/25/2017 10:18:53 PM
Summoner greattuna...
was chosen by the Eye of the Dragon,
selected Electricity and Body as their starting elements,
has earned a score of 5780,
is currently at Anomaly:3,
and is still alive!
--==== Main Character ====--
Name : Greattuna
Level: 10
MaxHP: 65
MaxSP: 100
Strength: 19
Magic : 25
Vitality: 11
Agility : 32
Cunning : 18
Resist: Electricity
Weak : Ice
Abilities Known:
1) Shocking Spear (Type: Pierce, 20 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Enemies only.)
2) Emit Dark (Type: Dark, 5 SP. 55 Power attack. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Auraward (Type: Defense, Passive. If your last action was a Fire, Electricity, or Ice ability, you gain Resist against all three of these types.)
6) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
7) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed by 12%. Cannot miss.)
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:
Item Sense (Shows the positions of unattended items on the map. May also reveal additional items when searching corpses, or once a level is fully explored.)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Inventory:
1 Bronze offering
1 Trouble chime
1 Pure gem
5 Pure stone
2 Peace offering
Current Credits: 231
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
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Slash 1 0 0 6* 0
Impact 1 0 0 6* 0
Pierce 1* 0 0 6* 0
Fire 0 0 3 2* 1
Ice 1 1 1 1 3*
Electricity 2 0 3* 3 0
Body 0 0 0 5* 1
Mind 1 0 1 5* 0
Light 3* 1 2 2* 1
Dark 1* 0 1 3* 2
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Stormsworn Kasha
Level: 9
MaxHP: 54
MaxSP: 100
Strength: 16
Magic : 18
Vitality: 18
Agility : 22
Cunning : 21
Resist: Fire Electricity Light Dark
Weak : Ice
Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
6) Storm Breath (Type: Electricity, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 12% chance to inflict Shock, causing the targets to miss their next turn. Cooldown: Breath (4))
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Name : Blessed Asrai
Level: 10
MaxHP: 57
MaxSP: 100
Strength: 8
Magic : 36
Vitality: 10
Agility : 26
Cunning : 20
Immune: Ice
Weak : Fire
Abilities Known:
1) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed by 12%. Cannot miss.)
3) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10%.)
4) Might (Type: Buff, 20 SP. Improves offense by 25%.)
5) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
6) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
7) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
8) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
Name : Blessed Carbuncle
Level: 10
MaxHP: 54
MaxSP: 100
Strength: 10
Magic : 12
Vitality: 16
Agility : 32
Cunning : 30
Resist: Mind Light
Weak : Ice
Abilities Known:
1) Distract (Type: Debuff, 15 SP. 70% chance to reduce accuracy by 20%.)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Dazzling Glare (Type: Mind, 15 SP. 50% chance to inflict Stun on enemies, causing them to miss their next turn. Cooldown: Presence (6))
4) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
5) Alert (Type: Buff, 20 SP. Improves evasion by 25%.)
6) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
7) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
8) Stunning Blow (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Stun, causing the target to miss their next turn.)
Name : Nero
Level: 9
MaxHP: 60
MaxSP: 100
Strength: 15
Magic : 27
Vitality: 27
Agility : 15
Cunning : 11
Resist: Fire Ice
Weak : Body Light Dark
Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Normalize Host (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock.)
5) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 33% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
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Name : Lifegiver Angel
Level: 11
MaxHP: 65
MaxSP: 100
Strength: 13
Magic : 35
Vitality: 27
Agility : 17
Cunning : 13
Immune: Light
Resist: Fire Electricity
Weak : Dark
Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
3) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
4) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 33% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
5) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Faith Healing (Type: Healing, 15 SP. Cannot target characters weak to Light. 60-130 Power heal, based on the target's Light resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Light (2))
8) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
--==== Recent Messages ====--
Madevra starts shivering!
You sear Madevra.
Your nero gestures at you. You feel better.
Madevra slashes you.
You will be guilty longer!
Madevra looks healthier.
You freeze Madevra.
Madevra will be shivering longer!
You sear Madevra.
You are no longer stunned.
Your nero gestures at you. You feel better.
Madevra is no longer chilled.
Your nero gestures at itself.
Your nero looks healthier.
Madevra charges your nero.
Madevra hits your nero.
Your nero is stunned!
Your nero looks guilty!
Madevra slashes your nero.
Your nero will be guilty longer!
Your nero is no longer stunned.
Your nero gestures at itself.
Your nero looks healthier.
Madevra slashes your nero.
Your nero gestures at itself.
Your nero looks healthier.
Madevra slashes your nero.
Your nero will be guilty longer!
Your nero gestures at itself.
Your nero looks healthier.
One of your allies is in danger!
Using Dismiss...
You unsummon your nero!
You begin resting.
You feel less guilty.
Your nero feels less guilty.
You continue resting to restore your
inactive allies.
You stop resting (input received.)
You begin resting.
You continue resting to restore your
inactive allies.
You have spotted an enemy!
Paracelsus gestures at himself.
Paracelsus looks protected!
The gi concentrates briefly.
The gi looks more evasive!
Paracelsus gestures at the gi.
The gi lobs a stone at you.
The gi misses you.
--==== Recently Slain Allies ====--
Name : Freybug
Level: 4
MaxHP: 39
MaxSP: 100
Strength: 11
Magic : 8
Vitality: 11
Agility : 17
Cunning : 23
Resist: Ice
Weak : Light
Abilities Known:
1) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
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Name : Lifegiver Sankai
Level: 4
MaxHP: 49
MaxSP: 100
Strength: 8
Magic : 18
Vitality: 15
Agility : 16
Cunning : 13
Weak : Fire Light
Abilities Known:
1) Poison Touch (Type: Body, 10 SP. 70 Power attack. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
5) Faith Healing (Type: Healing, 15 SP. Cannot target characters weak to Light. 60-130 Power heal, based on the target's Light resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Light (2))
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Name : Zar
Level: 3
MaxHP: 34
MaxSP: 100
Strength: 10
Magic : 13
Vitality: 10
Agility : 16
Cunning : 16
Resist: Mind Dark
Weak : Light
Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
4) Yellow Whisper (Type: Mind, 25 SP. 65% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (6))
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Name : Blessed Buruburu
Level: 6
MaxHP: 47
MaxSP: 100
Strength: 8
Magic : 21
Vitality: 9
Agility : 21
Cunning : 21
Immune: Body
Resist: Ice
Weak : Electricity Mind Light Dark
Abilities Known:
1) Exhausting Touch (Type: Body, 15 SP. 70 Power attack. Reduces the target's SP by 15%.)
2) Piercing Gaze (Type: Mind, 5 SP. 55 Power attack. Cannot miss. Cooldown: Presence (3))
3) Harass (Type: Dark, 20 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 (3))
4) Rousing Cry (Type: Buff, 20 SP. Accelerates the next turn of all nearby allies who aren't Shocked, Stunned, or Sleeping. Cooldown: Presence (6))
5) Might (Type: Buff, 20 SP. Improves offense by 25%.)
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Name : Blessed Will o' wisp
Level: 8
MaxHP: 51
MaxSP: 100
Strength: 14
Magic : 14
Vitality: 14
Agility : 26
Cunning : 22
Immune: Body
Resist: Slash Impact Pierce
Weak : Electricity Light Dark
Abilities Known:
1) Ghost Pierce (Type: Pierce, 15 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
2) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
3) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
4) Might (Type: Buff, 20 SP. Improves offense by 25%.)
5) Focus (Type: Buff, 20 SP. Improves accuracy by 25%.)
6) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
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8) ------------
Name : Lifegiver Faerie
Level: 8
MaxHP: 57
MaxSP: 100
Strength: 6
Magic : 27
Vitality: 16
Agility : 23
Cunning : 18
Resist: Mind
Weak : Body
Abilities Known:
1) Lucky Charm (Type: Healing, 15 SP. Resets Luck cooldown. 25% chance of an extra, random benefit as well.)
2) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
3) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
4) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 33% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
5) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
6) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
7) Normalize Host (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
Name : Vikhor
Level: 9
MaxHP: 50
MaxSP: 100
Strength: 15
Magic : 15
Vitality: 15
Agility : 31
Cunning : 19
Resist: Ice Electricity Mind
Weak : Pierce
Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Cleave (Type: Slash, 15 SP. 70 Power attack.)
6) 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.)
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The question is, of course, what do I do? I don't want to evoke feet (besides, they're now near the stairs), and I don't want to lose this run where I went the farthest.
P. S. Oh, and I fought my own wraith in our sanctum. It was... interesting.
P. P. S. Auraward was a mistake, I forgot shocking spear is pierce, not electricity.