To my awareness, I used enemy lure on every floor possible. Though I had to bail out from the last group after I saw all 3 my demons charmed. It wasn't a big deal though, since I was standing on a victory portal.
- Code: Select all
Demon Party Dump File
Version 5/18/2017, Scoring Model: 5/11/2017
Dump file created at: 5/26/2017 11:25:05 PM
Summoner namesarebori...
was chosen by the Hand of the Dead,
selected Dark and Healing as their starting elements,
has earned a score of 71100,
is currently at Tower:23,
and is still alive!
--==== Main Character ====--
Name : Namesarebori
Level: 32
MaxHP: 185
MaxSP: 100
Strength: 4
Magic : 77
Vitality: 81
Agility : 74
Cunning : 4
Resist: Dark
Weak : Light
Abilities Known:
1) 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.)
2) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
3) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
4) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, 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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
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))
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...)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Inventory:
1 Flame glyph
4 Calm card
1 Magic map
2 Ghost chime
1 Venom rune
9 Pure stone
3 Bolt glyph
3 Pure gem
9 Heal stone
5 Chakra stone
1 Zephyr card
2 Trouble chime
2 Peace offering
1 Bronze offering
1 Might gem
1 Curse rune
1 Frost glyph
1 Tempest rune
1 Silver offering
1 Heart glyph
Current Credits: 13801
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 2 0 2 6* 0
Impact 3 0 2 6* 0
Pierce 1 0 2 6* 0
Fire 1 1 0 5* 2
Ice 1 1 2 3* 2
Electricity 1* 1 1 5* 1
Body 1 2 0 5* 1
Mind 2 1 1 6* 0
Light 1* 2 1 0 5*
Dark 1* 1 4* 1 2
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Charlie
Level: 30
MaxHP: 102
MaxSP: 125
Strength: 28
Magic : 52
Vitality: 28
Agility : 40
Cunning : 52
Immune: Body Mind
Resist: Ice
Weak : Electricity Light
Abilities Known:
1) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
2) 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.)
3) Hysteria (Type: Mind, 20 SP. Must target a Panicked character. 70% chance to inflict Panic on an enemy near the target. Free action. Cooldown: Cantrip (5))
4) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
5) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Madness Gaze (Type: Mind, 20 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cooldown: Presence (6))
Name : Ehlose
Level: 25
MaxHP: 98
MaxSP: 100
Strength: 49
Magic : 14
Vitality: 60
Agility : 22
Cunning : 30
Immune: Body
Resist: Ice Electricity Light Dark
Weak : Fire
Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
2) Warning Cry (Type: Buff, 15 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (3))
3) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
4) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
6) Witch's Arc (Type: Slash, 25 SP. 70 Power attack. Has a 35% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
7) 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.)
8) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
Name : Frenzied Power
Level: 34
MaxHP: 133
MaxSP: 100
Strength: 100
Magic : 14
Vitality: 55
Agility : 37
Cunning : 14
Immune: Light
Resist: Slash Impact Pierce
Weak : Dark
Abilities Known:
1) Eviscerate (Type: Pierce, 20 SP. 100 Power attack.)
2) 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))
3) Templar's Arc (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
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) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
6) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
7) Witch's Arc (Type: Slash, 25 SP. 70 Power attack. Has a 35% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
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 : Tlaloc
Level: 31
MaxHP: 128
MaxSP: 100
Strength: 29
Magic : 75
Vitality: 49
Agility : 28
Cunning : 24
Immune: Ice Electricity Dark
Weak : Fire Light
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) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
3) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
4) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
5) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
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) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
Name : Unicorn
Level: 29
MaxHP: 116
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) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
Name : Immortal Jinn
Level: 26
MaxHP: 112
MaxSP: 100
Strength: 23
Magic : 41
Vitality: 56
Agility : 31
Cunning : 29
Immune: Fire
Resist: Slash Impact Pierce Dark
Weak : Ice 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 several 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) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
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) ------------
Name : Incubus
Level: 28
MaxHP: 110
MaxSP: 100
Strength: 26
Magic : 30
Vitality: 38
Agility : 42
Cunning : 54
Resist: 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) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) ------------
--==== Recent Messages ====--
Your power looks refreshed.
The leib-olmai swaps places with the
leib-olmai.
The leib-olmai radiates healing energy.
The leib-olmai looks healthier.
The couril looks healthier.
The couril gestures at your unicorn.
Your unicorn is charmed!
The couril gestures at your power.
Your power is charmed!
The leib-olmai rends your power.
It isn't very effective.
The leib-olmai rends your power.
It isn't very effective.
Your power looks refreshed. (x2)
Your unicorn is still charmed!
Your unicorn gestures at the leib-olmai.
The leib-olmai looks healthier.
Your ehlose chants while pointing at your
unicorn.
Your unicorn is no longer charmed.
Using Smite...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You smite the couril.
It's super effective!
Your power is still charmed!
The couril gestures at your unicorn.
Your unicorn is charmed!
The couril gestures at your ehlose.
Your ehlose is charmed!
Your power is still charmed!
The leib-olmai exhales an arctic blast.
The leib-olmai ignores the attack!
The leib-olmai freezes your power.
The leib-olmai freezes your unicorn.
Your power starts shivering!
Your unicorn starts shivering!
Your power looks refreshed.
Your unicorn is still charmed!
Your unicorn calls forth a healing rain.
The leib-olmai looks healthier.
The couril looks healthier.
Your ehlose is still charmed!
Your ehlose gestures at the couril.
The couril looks protected!
Really win the game and start a new cycle?
(Y or N)
You win!
--==== Recently Slain Allies ====--
Name : Scarab
Level: 19
MaxHP: 68
MaxSP: 100
Strength: 23
Magic : 23
Vitality: 41
Agility : 47
Cunning : 11
Immune: Light Dark
Resist: Slash Pierce
Weak : Impact
Abilities Known:
1) Gift of Life (Type: Healing, 10 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Then, transfers up to 15 SP to the target. Free action. Cooldown: Cantrip (1))
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
5) Guarding Cry (Type: Buff, 15 SP. Briefly improves defense by 25% for you and your allies. Cooldown: Presence (3))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) 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.)
8) ------------
Name : Nero
Level: 17
MaxHP: 86
MaxSP: 125
Strength: 22
Magic : 38
Vitality: 38
Agility : 21
Cunning : 16
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) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
Name : Archangel
Level: 21
MaxHP: 82
MaxSP: 100
Strength: 37
Magic : 25
Vitality: 31
Agility : 37
Cunning : 25
Immune: Light
Resist: Fire Body
Weak : Dark
Abilities Known:
1) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. Also grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
2) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
3) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
4) Witch's Arc (Type: Slash, 25 SP. 70 Power attack. Has a 35% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
7) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
8) ------------
Name : Bmola
Level: 22
MaxHP: 94
MaxSP: 100
Strength: 26
Magic : 45
Vitality: 32
Agility : 32
Cunning : 25
Immune: Ice
Weak : Electricity
Abilities Known:
1) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Chilling Blast (Type: Ice, 15 SP. Attenuated 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
3) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------
Name : Scarab
Level: 23
MaxHP: 78
MaxSP: 100
Strength: 26
Magic : 26
Vitality: 47
Agility : 53
Cunning : 13
Immune: Light Dark
Resist: Slash Pierce
Weak : Impact
Abilities Known:
1) Gift of Life (Type: Healing, 10 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Then, transfers up to 15 SP to the target. Free action. Cooldown: Cantrip (1))
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
6) ------------
7) ------------
8) ------------
Name : Ninkasi
Level: 27
MaxHP: 102
MaxSP: 100
Strength: 21
Magic : 36
Vitality: 36
Agility : 46
Cunning : 46
Resist: Ice Body Mind
Weak : Fire
Abilities Known:
1) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
2) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
3) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
4) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
Name : Raiju
Level: 27
MaxHP: 82
MaxSP: 125
Strength: 22
Magic : 52
Vitality: 22
Agility : 52
Cunning : 37
Immune: Electricity
Resist: Fire
Weak : Ice Mind
Abilities Known:
1) 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))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
6) 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.))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Conduct (Type: Electricity, 15 SP. 40 Power attack. 70% chance to inflict Shock, causing the target to miss their next turn. Cannot miss. Cooldown: Voltage (6))
Yes. I won. This time without using the lone magic map I had.
I got revelation and funneled most of my credits for... practically nothing. Raiju enjoyed the cool stuff I bestowed upon him, and I saw him get stormcaller, which would've been nice if I was running one of my emit sparks builds, but...
Well, wraith touch + electrocute + smite was a good enough combo to keep dealing damage in most situations, so I didn't touch the build much after bringing two more damaging abilities. Swiftness helped me disengage from angry mobs a few times, and healing factor ensured that I'd stay alive while I ran away
. But I didn't run away much. There was this one summoner though, I don't remember the name, but he used vodun mask with recycle, so I applied my standard tactic of "wail on him until he eats all his demons", which didn't work well, because while I was wearing down the summoner, his demons were wearing down my demons... so I lost Charlie and another demon.
Had to spend 8 grand to revive Charlie. In fact, most of my credits in this run were spent on restoring demons. Kinda made revelation pointless, to be honest.
-----
Found Ninkasi, recruited Ninkasi, loved Ever Ready on first sight. Since
none of my abilities used more than 15 SP, swapping Vigorous for Ever Ready meant I'll never ever run out of juice, unless I get infected (I'm looking at you, druj nasu).
Then I think I used silver offering on out-of-depth Frenzied Power. I don't regret doing this, Power became my powerhouse from the moment I got him, and though I had to play with abilities a bit, the final version was working incredibly: strong, mobile, self-sustaining tank who also could apply hex and guilt! What's more to ask?
Then I negotiated with Tlaloc, thankfully, managed to convince him to join without any sacrifices. I wanted him very much because of his abilities, because both vengeful and ritualist could be used on my other demons. I didn't use him much personally because he has a tendency to waste all the SP on snowstorming enemies. Great for an attacker, but Tlaloc was one of my designated healers.
Some time later I recruited unicorn. Really nice demon: calm + absolution + cleanse + lifeweaver + heal wounds, all great abilities. He's already a good healer, but when you add Ever Ready and Ritualist, heal wounds has only 15 SP cost, which means: he becomes an eternal healing machine, dishing out 105 power heals without any restraints. Then I threw healing rain for added AoE healing.
Honorable mention goes to ehlose, who despite being so much behind on levels, still managed to remain useful for the whole game. I suspect resistances have to do something with it.
-----
As for the run itself, it was running... well, not very smoothly, but I got to the end anyway. On T:14 I met a relic whose sole purpose was seemingly to annoy me to death: emit sparks, shock arrow, high voltage, full power, stormfront, galvanize, bolt chain and tireless, all that makes for... 85% shock chance, unless I calculated it wrongly somewhere. Still, I somehow defeated him.
In T:19 I tried to recruit Slenderman of all things, but when he chopped off ~90 MaxHP from me (in one strike!), I realized that maybe it's not such a good idea. Then he killed Ninkasi. He was weak to electricity, yes, but he just could just recover from damage by stealing it. From me.
In Ogun's Sanctum I tasted 3 servings of tenebris. Nearly died myself, my Power nearly died as well, and my unicorn did die, so it was rather painful experience overall, but, through the power of heal gems, I managed to stay alive long enough for Ogun and his entourage (3 Fel Cherufes) to exhaust themselves.
Met and easily defeated Antoria on T:21. It's kind of sad, because poor guy couldn't really do anything. He did put my power out of fight by vigor drain, though.
T:22. I guess there
was only one relic wraith on this floor because it spawned on me twice. Though, the first time Tanky (the wraith's name) was immune to ice, but weak to fire\elec, but second time he was immune to elec, but weak to fire\ice. Both times, his healing factor made finishing him off much longer.
T:23 was the only one where I ignored corpses, simply because I didn't want to die so close to victory. Lured enemies anyway though, but, after seeing all three of my deomns charmed, I used the portal.
Whew. It was a fun run. I'm going to try playing cycle two with eye of dragon | impact | pierce (synergy!) | faerie. Theoretically I should be able to stun targets and then heal using eat alive (since it's basically clobber, but with healing), but who knows. Last few attempts on this build ended before Anomaly.
P. S. Seeing my summoner with 200+ MaxHP indeed makes me a bit happy, even if I got here by draining it from others. It's twice as much as most my demons have, or even more.