my first level 10+ character

The tower awaits!

my first level 10+ character

Postby 2tousent » Fri Jul 14, 2017 10:54 am

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Summoner tousent...
was chosen by the Faithful Heart,
selected Fire and Mind as their starting elements,
has earned a score of 9066,
is currently at Tower:9,
and is quite dead!



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

Name : Tousent
Level: 12
MaxHP: 79
MaxSP: 100

Strength: 4
Magic   : 44
Vitality: 22
Agility : 9
Cunning : 36

Resist: Fire
Weak  : Dark

Abilities Known:
1) 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.)
2) 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.)
3) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
4) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
5) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
6) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)

Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
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:
7 Pure stone
1 Pain glyph
1 Zephyr card
4 Chakra stone
1 Heal gem
3 Heart glyph
3 Bolt glyph
2 Pure gem
9 Heal stone
1 Mirror chime
1 Frost glyph
1 Night rune
3 Trouble chime
1 Magic map
1 Tempest rune

Current Credits: 2437

Codex Daemonium Completion
Shared Codex   : 24 / 135 (17% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2          0          0          8*         0         
Impact       2          0          0          8*         0         
Pierce       1          0          0          7*         1         
Fire         1*         0          3*         4          1         
Ice          3          1          4          2*         1         
Electricity  1          1          2          4*         1         
Body         1          0          3          3*         2         
Mind         1*         0          1          5*         2         
Light        0          0          0          4*         4         
Dark         0          0          0          5          3*         

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



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

Name : Headless
Level: 11
MaxHP: 86
MaxSP: 100

Strength: 26
Magic   : 8
Vitality: 43
Agility : 14
Cunning : 14

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) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
8) War Spirit (Type: Healing, Reactive. Responds to an adjacent character's death by restoring 25 of your SP.)


Name : Alma
Level: 10
MaxHP: 70
MaxSP: 100

Strength: 28
Magic   : 16
Vitality: 36
Agility : 12
Cunning : 8

Resist: Ice Body
Weak  : Fire Light

Abilities Known:
1) Polar Rush (Type: Impact, 5 SP. Must target a character. Charge to the target with an 85 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 Hammer (Type: Impact, 5 SP. 85 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Flash Freeze (Type: Ice, 10 SP. 40 Power attack. Chills the target for an unusually long duration, reducing their accuracy, evasion, and movement speed by 12%. Free action. Cooldown: Cantrip (3))
4) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
5) 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.)
6) ------------
7) ------------
8) ------------


Name : Vikhor
Level: 11
MaxHP: 53
MaxSP: 100

Strength: 17
Magic   : 17
Vitality: 16
Agility : 34
Cunning : 21

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) 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.)
6) Icy Gust (Type: Ice, 15 SP. 40 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Free action. Cooldown: Cantrip (3))
7) Ember Dive (Type: Slash, 25 SP. Must target a character. Leap to the target with an 85 Power attack split between Slash and Fire. Ignites the target, causing damage over a short duration. Cooldown: Charge (4))
8) Polar Rush (Type: Impact, 5 SP. Must target a character. Charge to the target with an 85 Power Impact/Ice attack. Then, Chill enemies in front of you, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Charge (4))


Name : Nero
Level: 12
MaxHP: 68
MaxSP: 100

Strength: 18
Magic   : 31
Vitality: 31
Agility : 17
Cunning : 13

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) Normalize Host (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock.)
6) ------------
7) ------------
8) ------------


Name : Aspis
Level: 11
MaxHP: 71
MaxSP: 100

Strength: 25
Magic   : 10
Vitality: 36
Agility : 17
Cunning : 17

Resist: Body
Weak  : Ice Mind

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) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (3))
3) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
4) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
5) Poison Touch (Type: Body, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
6) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 70% chance to apply Infection, which prevents most HP and SP recovery.)
7) 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))
8) ------------


Name : Cursed Aeras
Level: 12
MaxHP: 63
MaxSP: 100

Strength: 10
Magic   : 25
Vitality: 10
Agility : 25
Cunning : 40

Immune: Electricity
Weak  : Light Dark

Abilities Known:
1) Emit Sparks (Type: Electricity, 15 SP. Targets up to 3 random enemies. 70 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
2) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
3) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
4) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
5) Flustering Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce evasion by 20% for enemies. Cooldown: Presence (3))
6) Rattling Cry (Type: Debuff, 15 SP. 85% chance to briefly reduce accuracy by 20% for enemies. Cooldown: Presence (3))
7) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
8) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)


Name : Tuofei
Level: 11
MaxHP: 53
MaxSP: 100

Strength: 12
Magic   : 32
Vitality: 17
Agility : 32
Cunning : 12

Immune: Ice
Resist: Fire Electricity
Weak  : Body Mind

Abilities Known:
1) 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.)
2) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
3) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)
4) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
5) ------------
6) ------------
7) ------------
8) ------------



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

 The acheri is no longer chilled. (x3)
 Vikhor slashes Turdak.
 Your nero misses Turdak.
 You and some of your allies are in danger!
 Using pure gem...
 Pure Gem can only be centered on yourself.
 Press Enter to execute, Escape to cancel.
 You are paralyzed and cannot move!
 The acheri points at you.
 The acheri chokes you.
 Your relic struggles to keep you alive!
 You stumble.
 The acheri gazes at you.
 You are stunned!
 Turdak slashes you.
 Your relic struggles to keep you alive!
 The acheri dances strangely.
 Vikhor will be infected longer!
 You will be infected longer!
 Your nero will be infected longer!
 The acheri misses Vikhor.
 Vikhor slashes Turdak.
 Headless misses Turdak.
 Turdak dodges your nero's attack!
 You are no longer stunned.
 The acheri points at you.
 The acheri chokes you.
 Your relic struggles to keep you alive!
 You stagger.
 Turdak slashes you.
 Your relic struggles to keep you alive!
 Vikhor slashes Turdak.
 Using pure gem...
 Pure Gem can only be centered on yourself.
 Press Enter to execute, Escape to cancel.
 You are paralyzed and cannot move!
 The acheri points at your nero.
 The acheri chokes your nero.
 It's super effective! Your nero stumbles.
 The acheri misses Vikhor.
 The acheri glares with eyes flashing.
 Vikhor stumbles. Headless staggers.
 You stumble.
 Your nero staggers badly!
 Headless' power returns to normal.
 Vikhor is no longer regenerating.
 The acheri hits Headless.
 Turdak spins while slashing wildly.
 Turdak slashes you.
 You die...



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

Name : Estas
Level: 6
MaxHP: 40
MaxSP: 100

Strength: 13
Magic   : 19
Vitality: 9
Agility : 23
Cunning : 16

Resist: Fire Ice
Weak  : Electricity

Abilities Known:
1) Ember Dive (Type: Slash, 25 SP. Must target a character. Leap to the target with an 85 Power attack split between Slash and Fire. Ignites the target, causing damage over a short duration. Cooldown: Charge (4))
2) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) Flash Burn (Type: Fire, 10 SP. 40 Power attack. Has a 70% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
4) Normalize Host (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Haietlik
Level: 7
MaxHP: 44
MaxSP: 100

Strength: 13
Magic   : 17
Vitality: 13
Agility : 21
Cunning : 21

Resist: Fire Electricity
Weak  : Ice

Abilities Known:
1) Shocking Stab (Type: Pierce, 5 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Focus (Type: Buff, 10 SP. Improves accuracy by 25%.)
4) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has a 10% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
5) ------------
6) ------------
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8) ------------


Name : Charged Asrai
Level: 7
MaxHP: 45
MaxSP: 100

Strength: 5
Magic   : 35
Vitality: 7
Agility : 21
Cunning : 17

Immune: Ice
Resist: Electricity
Weak  : Fire

Abilities Known:
1) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) 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.)
4) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10%.)
5) Shocking Touch (Type: Electricity, 5 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
6) 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))
7) ------------
8) ------------


Name : Huo shu
Level: 7
MaxHP: 47
MaxSP: 100

Strength: 21
Magic   : 19
Vitality: 15
Agility : 13
Cunning : 17

Resist: Fire
Weak  : Ice

Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
4) Aurastrike (Type: None, Passive. If your last action was a Fire, Electricity, or Ice ability, adds damage and a chance of a special effect of that type to Slash, Impact, and Pierce attacks.)
5) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
6) Flash Burn (Type: Fire, 10 SP. 40 Power attack. Has a 70% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
7) Scorching Touch (Type: Fire, 10 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
8) Ember Dive (Type: Slash, 25 SP. Must target a character. Leap to the target with an 85 Power attack split between Slash and Fire. Ignites the target, causing damage over a short duration. Cooldown: Charge (4))


Name : Stormsworn Will o' wisp
Level: 8
MaxHP: 47
MaxSP: 100

Strength: 16
Magic   : 16
Vitality: 16
Agility : 22
Cunning : 20

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

Abilities Known:
1) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
2) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
3) 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))
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) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has a 10% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
6) 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))
7) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
8) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)


Name : Acheri
Level: 11
MaxHP: 54
MaxSP: 100

Strength: 8
Magic   : 21
Vitality: 17
Agility : 25
Cunning : 34

Immune: Body
Resist: Ice Dark
Weak  : Fire Electricity Light

Abilities Known:
1) 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))
2) 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))
3) Weaken (Type: Debuff, 15 SP. 85% chance to reduce offense by 20%.)
4) ------------
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6) ------------
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8) ------------


Name : Fotia
Level: 9
MaxHP: 48
MaxSP: 100

Strength: 7
Magic   : 31
Vitality: 7
Agility : 19
Cunning : 31

Immune: Fire
Weak  : Light Dark

Abilities Known:
1) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% 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 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Fan Flames (Type: Fire, 25 SP. Must target an Ignited character. 55 Power attack. Has a 35% chance to Ignite the target for an unusually long duration. Cannot miss.)
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) Flash Burn (Type: Fire, 10 SP. 40 Power attack. Has a 70% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
7) Searing Touch (Type: Fire, 5 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
8) ------------




This was my best character yet... admitedly not very good...

I also think i was a bit overleved for this part but i still managed to die. i had Turdak 1 hit away from recruiting when the turn limit hit, unfortunate, perhaps i shouldnt have attempted to recruit it, just tought it would be a good help had i succeeded.

It was a bit frustrating tho, as i spent multiple turns trying to heal paralysis and infection with pure gem, wich i'd follow with a heal gem to get everyone back in shape (resources are to be used after all) and failed horribly, could have i done anything better to survive besides not attempting to recruit him? I guess i could have killed the acheris first.

On that dead will' o' wisp, it says 47 max HP even tho his death was by max HP damage (in the restore menu it said HP 0/0)... It got 1 shot with a max hp reducing ability, wich i didn't know it was possible (or maybe i just misunderstood it, that may have been an otk rather than a 1 shot) its weak to body and the enemy had innocent, but that still doesnt seem right...

Last thing i want to say is that i have no idea how to play without revelation, it seems like such a crucial ability wich in my eyes makes every other relic seem weak.

Sorry if there is a global death topic, but the YASD posts i see appear to be personal.
2tousent
 
Posts: 34
Joined: Fri Jul 14, 2017 10:22 am

Re: my first level 10+ character

Postby Saler » Fri Jul 14, 2017 4:01 pm

Welcome, 2tousent!
It is a very good strategy, for demon with a "kill within x turns" link, to kill all other demons, run away by distracting the remaining demon with your demons, Dismissing them when they get low on HP and resting. This strategy seems to become practically required for some of later demons. And even then, depending on the demon, there is a decent chance that you will fail. (Looking at you, Anzu and Archangel. :x )
Another problem with Turbak is that he has Leap Attack, so if you aren't careful, he will move up to you. Stun you and probably attack you again. With a chance of Paralisis in Turdak's case. On a non-melee character (And even on them, depending on the build/enemy), you want to have one of your frontline demons take the charge and the hide directly behind it.
Another way to avoid that death was to have a Cleanse ready. You could've either copy it from Nero to a demon that uses less SP (Alma or Aspis would probably be the best choice) or gave Nero skills to use less or gain more SP. Plenty of the ways to do so are avaible from the Lifegiver modifier: Tireless give +25 MaxSP, Mending, Soothe and Healing Charm all cost less than Affection (although they work differently), Draw Wounds heals at the cost of HP instead of SP, and as long as you way attention it souldn't endanger Nero too much. You also could've given Regenerate to another demon in addition to Nero, so it would have to use it less and save more SP.
That demon that killed Will o' Wisp was a Fetch. In addition to Innocence, it has high Magic and a way to lower DEF. Will o' Wisp also has low MaxHP, so a one hit kill is possible.
Fussions give 2 extra skills when performed. They also increase demon's MaxHP and modify it's stats, so it's a good way to power up your demons. Another advantage they have over Revelation is that they will almost never give your demon an ability it cannot use - it can only happen with the Vile midifier. You probably want to keep in mind the possibility of copying those skills and skills gained with Revelation to other demons. It's almost never a bad idea to Reveal skills from a Lifegiver. Blessed and Cursed are also good mosifiers for that. Pasives that give extra effects on a Physical attacks go well with almost any frontliner and can easily be used to power up your party. When you have too many demons and have to delete one, you can still access the rest of your Transmutation menu, so you can copy abbilities to keep them or fuse to free up a slot rathe than delete.
Revelation is good for getting new abilities when you cannot make a good fusion, especially for elemental demons.
Also, I can see that you took Capacity Up as your first upgrade. While it is very good for literally any Summoner, I, persoally, prefer to take Quick Dismiss first. It makes pulling out wounded demons and replacing them MUCH easier. Getting the new demon in 1 turn faster often means a lot, espeacilly with the recently spedd up combat.
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: my first level 10+ character

Postby 2tousent » Fri Jul 14, 2017 4:47 pm

Thanks a lot for all the tips :D i'll make sure to fuse more often on my later runs, but there is one thing i don't know how to do in regards to fusion: i can't fuse 2 demons with the same modifier, and i don't think i'm able to fuse something that has be fused before, so how do i go about that? it feels like i'm gimping them like that... unless i shouldn't focus on their initial modifier, like not making nero's healers, for example: should i pass a lifegiver demon's skills onto a non lifegiver one, then fuse them?

On a side note, does this mean this ghost has killed 4 players?
Image
2tousent
 
Posts: 34
Joined: Fri Jul 14, 2017 10:22 am

Re: my first level 10+ character

Postby Saler » Fri Jul 14, 2017 5:17 pm

The restrictions for fusions is that you cannot fuse to a demon that already has a modifier, so you cannot change it's modifier or fuse for more skills. You also cannot fuse a demon that would have no weaknesses or that would give you a demon and fusion modifier you already have, althought that won't come into play often. You can fuse demons that have same modifiers as long as the fusion wouldn't be blocked for another reason - I definetly recall fusing a Lifegiver Faerie with a Gandayah.
About giving healing skills to non-healer focused demons - it has it risks. There's a possibility that the demon will get distracted from healing instead of attacking. That problem can be lessend by giving them just Mending or Devotion. (Not 100% sure about Devotion helping, but I think the AI will use it well.) Heal Flash can be given to your non-primary healers as long as they have the SP to spare, but it has Cantrip cooldown, so keep that in mind.
Fusing a secondary healer before making your primary healer to get more abilities is a possibility, but it will obviously use more credits - for the fusion and also to copy abilities. Now that I think about it, if you find a low base level demon, it might be a valid strategy to fuse to it first to get more abilities, and only then make the fusion you were planing for.
That Wraith didn't necessarily kill 4 Summoners - it just was encountered 4 (or 5 - I'm not sure if your encounter is included.) times before I found it. Wraiths can be encountered after being killed, I belive. And it's also possible that someone encountered it and then ran away.
Also, something immportant I forgot to mention - level decay. The more levels your demon got above it's base level, the less experience it gets. So a level 10 demon with base level 1 gets less experience then a demon that always was and is level 10. In rare cases it's possible to find demons below their base level. In that case, they will get no penalties until they get above their base level. Level decay doesn't begin to get noticable until the demon has gained about 10 levels, so it's probably a good idea to replace it with a new demon by that point. Although if it's a healer or has some very good skills (like Headless), you probably can carry it a few levels further.
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
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Re: my first level 10+ character

Postby 2tousent » Fri Jul 14, 2017 6:35 pm

Code: Select all
--==== Recent Messages ====--

 Escape to cancel.
 You burn the ala.
 It's super effective!
 The ala is set on fire!
 Artemis misses the akateko.
 The ala consumes life.
 The ala drains Miodchaoin.
 It isn't very effective.
 The ala looks healthier.
 The ala drains you.
 The ala looks healthier.
 The easg saint smites you.
 You stumble.
 The tuofei gestures widely.
 The tuofei freezes you.
 The tuofei freezes Miodchaoin.
 You feel cold! Miodchaoin starts shivering!
 Miodchaoin smashes the ala.
 The akateko withers you.
 It's super effective!
 The akateko saps your vigor!
 The akateko looks more vigorous.
 Artemis shoots a needle at the akateko.
 Artemis hits the akateko.
 Artemis looks refreshed. (x2)
 The ala bites Miodchaoin.
 The easg saint smites you.
 Your relic struggles to keep you alive!
 You stagger.
 The tuofei makes a brief gesture.
 The tuofei freezes you.
 Your relic struggles to keep you alive!
 The tuofei freezes Miodchaoin.
 The tuofei gestures widely.
 The tuofei freezes Headless.
 It isn't very effective.
 The tuofei freezes you.
 Your relic struggles to keep you alive!
 The tuofei freezes Miodchaoin.
 Headless starts shivering!
 You feel like you will be cold longer!
 Miodchaoin will be shivering longer!
 Headless slashes the ala.
 Headless looks more accurate!
 Miodchaoin looks energized!
 Miodchaoin smashes the ala.
 The akateko withers you.
 It's super effective!
 Your relic struggles to keep you alive!
 The akateko saps your vigor! You die...


100-0
hahaha learned not to mess with syphon vigor when you're weak to dark i guess :lol:

on the upside: top 40!
there arn't many people playing, and for me to get top 40, most people suck really badly
Image


i'll tryo to mess with fusion more next time, and i guess i'll play something other than faithful heart for a change
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Re: my first level 10+ character

Postby Ferret » Sat Jul 15, 2017 1:23 am

Hey Tousent, and welcome to the forums. :D Pretty sure I've seen your name in the score data from time to time. :D

Tower:9 may actually be much better than you think: roughly 99% of all games of Demon end in the first 4 or so floors. :o There have actually been well over 1000 games of Demon played since the last score wipe in late May... but, with 99% of them ending very early, it's not surprising you could grab 39th place with a Tower:10 run. :D

Saler already gave you some advice on the encounter difficulty. :D

As for the MaxHP issue: monsters in the end-game sequence may not be exactly as they were during the actual game. If you see that during normal gameplay though, please let me know.

And no, it's no problem to post your own YASD thread. :P It's fairly quiet here after all, and it makes it easier for me to find and reply to them. :D

Thanks for the reports, and again, welcome to the forum. :D
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Re: my first level 10+ character

Postby 2tousent » Sat Jul 15, 2017 6:41 pm

Code: Select all
Demon Party Dump File
Version 6/26/2017, Scoring Model: 5/26/2017
Dump file created at: 7/15/2017 6:30:22 PM


Summoner tousent...
was chosen by the Titan's Fist,
selected Pierce and Mind as their starting elements,
has earned a score of 5254,
is currently at Tower:7,
and is quite dead!



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

Name : Tousent
Level: 9
MaxHP: 77
MaxSP: 100

Strength: 23
Magic   : 4
Vitality: 31
Agility : 31
Cunning : 6

Resist: Body
Weak  : Electricity

Abilities Known:
1) Impale (Type: Pierce, 10 SP. 85 Power attack.)
2) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
3) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
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) Storm Veil (Type: Electricity, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 5% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
6) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
7) Ember Dive (Type: Slash, 25 SP. Must target a character. Leap to the target with an 85 Power attack split between Slash and Fire. Ignites the target, causing damage over a short duration. Cooldown: Charge (4))
8) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which prevents most HP and SP recovery.)

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.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))

Inventory:
3 Pure stone
1 Wind card
3 Chakra stone
2 Peace offering
1 Trouble chime
2 Pure gem
2 Calm card
1 Mirror chime

Current Credits: 3378

Codex Daemonium Completion
Shared Codex   : 54 / 135 (40% complete)



--==== Party Overview  ====--

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

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



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

Name : Headless
Level: 8
MaxHP: 74
MaxSP: 100

Strength: 22
Magic   : 7
Vitality: 37
Agility : 12
Cunning : 12

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) ------------
8) ------------


Name : Friar Rush
Level: 9
MaxHP: 57
MaxSP: 100

Strength: 15
Magic   : 19
Vitality: 27
Agility : 11
Cunning : 23

Resist: Light Dark
Weak  : Ice

Abilities Known:
1) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 50% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) Emit Void (Type: Dark, 10 SP. 70 Power attack. Cannot miss. Cooldown: Dark (1))
3) Dark Gift (Type: Healing, 15 SP. Cannot target characters weak to Dark. 60-130 Power heal, based on the target's Dark resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Dark (2))
4) Yellow Whisper (Type: Mind, 25 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (6))
5) Quiet Prayer (Type: None, 0 SP. Reduces Light and Dark cooldowns by 1 turn. 25% chance of an extra, random benefit as well.)
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) ------------
8) ------------


Name : Lifegiver Dryad
Level: 8
MaxHP: 61
MaxSP: 100

Strength: 7
Magic   : 28
Vitality: 24
Agility : 17
Cunning : 14

Resist: Electricity Light
Weak  : Fire Body Dark

Abilities Known:
1) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
2) Quiet Prayer (Type: None, 0 SP. Reduces Light and Dark cooldowns by 1 turn. 25% chance of an extra, random benefit as well.)
3) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
4) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
5) Dark Gift (Type: Healing, 15 SP. Cannot target characters weak to Dark. 60-130 Power heal, based on the target's Dark resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Dark (2))
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) ------------
8) ------------



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

 Madevra is out of control!
 Madevra slashes Friar Rush.
 Madevra misses you.
 You riposte. You stab Madevra.
 It isn't very effective.
 Friar Rush gestures at himself.
 Friar Rush looks healthier.
 Using Impale...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You impale Madevra.
 It isn't very effective.
 Madevra calms down.
 Madevra slashes Friar Rush.
 Madevra misses you.
 You riposte.
 Madevra blocks your attack!
 Madevra slams you.
 Friar Rush prays quietly.
 Friar Rush looks gleeful!
 Friar Rush looks protected!
 Madevra's accuracy returns to normal.
 You and one of your allies are in danger!
 Using chakra stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You use the chakra stone.
 Friar Rush looks refreshed.
 Friar Rush leaps into action!
 Friar Rush gestures at himself.
 Friar Rush looks healthier.
 Madevra misses Friar Rush.
 Madevra misses you.
 You riposte. You stab Madevra.
 It isn't very effective.
 Friar Rush prays quietly.
 Friar Rush looks gleeful!
 Using Impale...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Madevra parries your attack!
 Madevra slams you.
 Your relic struggles to keep you alive!
 You are stunned!
 Madevra slashes Friar Rush.
 Madevra slashes you.
 You die...



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

Name : Gandayah
Level: 6
MaxHP: 50
MaxSP: 125

Strength: 16
Magic   : 19
Vitality: 23
Agility : 11
Cunning : 11

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Dark Gift (Type: Healing, 15 SP. Cannot target characters weak to Dark. 60-130 Power heal, based on the target's Dark resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Dark (2))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Blob
Level: 6
MaxHP: 56
MaxSP: 100

Strength: 26
Magic   : 6
Vitality: 26
Agility : 11
Cunning : 11

Resist: Impact Electricity
Weak  : Fire Ice Body Light

Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
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) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Artemis
Level: 8
MaxHP: 53
MaxSP: 100

Strength: 22
Magic   : 9
Vitality: 12
Agility : 29
Cunning : 18

Resist: Body Light Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Sure Shot (Type: Pierce, 25 SP. 70 Power attack. Cannot miss.)
2) Arc Needle (Type: Pierce, 15 SP. 70 Power attack. Half normal accuracy.)
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
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) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
6) Expose (Type: Debuff, 15 SP. 85% chance to reduce defense by 20%.)
7) ------------
8) ------------


Name : Vikhor
Level: 9
MaxHP: 49
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.)
7) ------------
8) ------------


Name : Violent Aeras
Level: 9
MaxHP: 58
MaxSP: 100

Strength: 20
Magic   : 22
Vitality: 13
Agility : 25
Cunning : 15

Immune: Electricity
Weak  : Light Dark

Abilities Known:
1) Emit Sparks (Type: Electricity, 15 SP. Targets up to 3 random enemies. 70 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
2) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
3) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
4) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
5) Cursed Slash (Type: Slash, 10 SP. 70 Power attack. Has a 70% chance to inflict Pariah on the target, causing the target's allies to take damage when the target does (excluding reactions).)
6) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
7) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
8) ------------


Name : Scapegoat
Level: 7
MaxHP: 57
MaxSP: 100

Strength: 24
Magic   : 17
Vitality: 28
Agility : 6
Cunning : 10

Resist: Ice
Weak  : Mind Light Dark

Abilities Known:
1) Goad (Type: Dark, 30 SP. Only affects enemies whose last action was not a damaging ability. 70 Power attack. Cannot miss. Cooldown: Dark (6))
2) 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))
3) 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).)
4) Martyr (Type: None, Reactive. Reduces Light and Dark cooldowns by 1 turn when you are damaged by an attack.)
5) ------------
6) ------------
7) ------------
8) ------------




Well, this was one hell of a ride, farthest i've been without using faithful heart.

Started thinking i'd play a dodgy character, but i found so many veils that i swapped to that (i don't know if its a good idea to alter your build like that, but i guess i was early on anyway), i may have overdone it tho, i'm not sure how veil characters play...

Went into glitch land but had to bail the second encounter, i realized that place was too tough for me. went back to go deeper into anomaly, had to retreat again because of the boss

Then i got Madevra'd...

I just want to say something about the optional branches: they feel fine, but it feels weird that, whenever i leave one, the next floor or 2 of the tower feel so trivial, especially anomally... But i guess if you can do them its normal that you will have an easy time on the main tower
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Re: my first level 10+ character

Postby Saler » Sat Jul 15, 2017 7:16 pm

Anomally 3 is a good run! :) Espeacially on a type of character that you're not used to.
On a Vail Tank character you want Vit the most. Second - Str for Physical Veils, Mag for Ellemental and Cun for Status Effect. If you're not sure what Veil you will get the most of yet, Str takes priority. It reduces the damage you take, powers up your basic attack, and you probably started with some Physical skills if you're going for a Vail character.
On a dodgy character you need Str, Agi and Vit. (You always want Vit. Even on a character who would mostly keep out of dirrect battles.) A great Dodge combo you can get early on is Ghost Pierce + Evage Step. You can also find Spin Slash and other damaging skills that are considered Move abilities later. Evade, Crowd Cover and Lucky Dodge also increase your Dodge chance and are all found early. You'll also want either Fade or a demon who can use EVD up. Bloodthirst is a good ability for any Physical frontliner, Riposte builds included.
oUr SaNcTuM1!1 is, definetly, a very dangerous place. The worst part about Glitches is that it's hard to come up with a strategy against them. Having Calm or Uncurse will help a lot, but only Calm is easily avaible by this point, and having it on just one demon probablly won't Stop Relic Virus from messing up your demon comletly. Take out the Glitch early if you get the opportunity to, altough they usualy hang back.
Maderva might be one of the most dangerous Heroes in the game, honestly. The best strategy against her is to have only 1 demon melee her at a time, while others do what they can at range.
Trust me, later on in the Tower, you will not feel like side branches make normal fights trivial. :)
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
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Posts: 173
Joined: Sun Jan 08, 2017 3:05 pm

Re: my first level 10+ character

Postby 2tousent » Sat Jul 15, 2017 8:09 pm

TFW you die to your own ghost...

i could have escaped but after losing a demon against it sunk cost falacy kicked in... nyeh
2tousent
 
Posts: 34
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Re: my first level 10+ character

Postby greattuna » Sat Jul 15, 2017 8:38 pm

There is no such thing as overdoing it :P. If you want to go full veil, you can, and you probably can even win with that build, but I would recommend against trying it. Veil builds aka "hit me" builds need high vitality to survive and get hit (str can work too, but there's a good chance you'll get ignored because of your high defense bonus, damn those smart enemies), and at least a few veils. If you use physical veil like spiny veil (I don't know any other physical veils though), you can also stack it with status-inducing passives like venomous, which will boost your veil and your regular physical attacks. For that to work well, though, you'll have to allocate points into cunning.

Glitch land is indeed dangerous (though I wish we had more branches like that. It makes for a nice optional challenge and testing ground). You are pitted against groups of 5, with glitch who can screw you over royally, if it's lucky. The only good solution is to make a strong enough team beforehand to deal with them.

Oh, Madevra, truly one of the hardest heroes to deal with. She counters physical and melee characters, and you just happened to be both physical and melee, haha. It's hard to deal enough damage to outheal her striking even one guilty ally, so I usually either use a few magic users against her, a few ranged users, or a few items.

And yes, after Anomaly you will be overleveled for a few floors, it's normal, and you won't see it again. The farther floors will be harder whether you do or do not optional branches, don't worry :twisted:

Also also, there's nothing bad about losing to yourself, that's part of the !!FUN!! :P
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