Got another win, this time using non-unique demons to try and get a really good relic wraith team. I just needed a death worm to try and fuse the last member of my party. Unfortunately, my Peluda died to relic wraith Cat with a vapor build that I thought I could defeat. On tower 22, the battle was in a corridor corner so I had the advantage. This time, it was an open field so I took too much damage. I defeated the ghost, but the units later killed mine because I was too greedy and didn't use a second heal gem.
- Code: Select all
Demon Party Dump File
Version 11/26/2018, Scoring Model: 11/9/2018
Dump file created at: 3/6/2019 5:16:43 PM
Summoner Devourer...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 68811,
is currently at Tower:23,
and is still alive!
--==== Main Character ====--
Name : Devourer
Level: 33
MaxHP: 191
MaxSP: 100
Strength: 10
Magic : 90
Vitality: 90
Agility : 10
Cunning : 15
Resist: Body
Weak : Dark
Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (6))
3) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
4) Chilling Blast (Type: Ice, 15 SP. Attenuated 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
5) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
6) Burning Star (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
7) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
8) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
Relic Upgrades:
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)
Inventory:
4 Peace offering
4 Calm card
1 Zephyr card
2 Ghost chime
4 Pain glyph
2 Heal gem
14 Chakra stone
7 Heal stone
2 Flame glyph
3 Frost glyph
1 Magic map
7 Pure stone
2 White essence
1 Bronze offering
2 Red essence
1 Might gem
2 Pure gem
3 Meteor rune
1 Chakra gem
3 Heart glyph
1 Trouble chime
1 Guardian gem
1 Bolt glyph
1 Curse rune
Current Credits: 8080
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 1 0 0 9* 1
Impact 1 0 1 9* 0
Pierce 2 0 1 9* 0
Fire 3* 1 3 3* 3
Ice 2* 0 4 4* 2
Electricity 1* 0 4 3* 3
Body 2 2 4* 3 1
Mind 3 2 2 6* 0
Matter 2 1 2 6* 1
Light 1 1 2 6* 1
Dark 2* 0 2 6 2*
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Lifegiver Gandayah
Level: 20
MaxHP: 106
MaxSP: 125
Strength: 23
Magic : 43
Vitality: 47
Agility : 16
Cunning : 16
Resist: Electricity
Weak : Fire
Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Tireless (Type: None, Passive. Increases MaxSP by 25.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
5) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
6) War Soul (Type: Healing, Reactive. Responds to a visible character's death by restoring 10 of your SP.)
7) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
Name : Foul Charlie
Level: 30
MaxHP: 100
MaxSP: 100
Strength: 22
Magic : 41
Vitality: 22
Agility : 31
Cunning : 79
Immune: Body Mind Matter
Resist: Ice
Weak : Electricity Light
Abilities Known:
1) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
2) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
3) Stone (Type: Matter, 30 SP. 50% chance to inflict Harden, which quickly turns the target to Stone.)
4) Dolor (Type: Debuff, 25 SP. Only affects enemies. Has an 85% chance to reduces offense, defense, accuracy, and evasion by 20% and a 70% chance to reduce speed by 33%. Cooldown: Miracle (1))
5) Expose Host (Type: Debuff, 25 SP. 85% chance to reduce defense by 20%.)
6) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
7) Blinding Vapor (Type: Matter, Passive. Attempts to inflict Melting on non-immune targets also have a 20% chance to briefly inflict Blind, which reduces sight radius to 1 and also reduces accuracy and evasion by 50%.)
8) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)
Name : Pele
Level: 30
MaxHP: 120
MaxSP: 100
Strength: 23
Magic : 75
Vitality: 35
Agility : 35
Cunning : 27
Immune: Fire
Resist: Electricity
Weak : Ice
Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Rain of Fire (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
4) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
5) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
6) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
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) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
Name : Hulking Ehlose
Level: 26
MaxHP: 110
MaxSP: 100
Strength: 60
Magic : 11
Vitality: 55
Agility : 25
Cunning : 24
Immune: Body
Resist: Ice Electricity Light Dark
Weak : Fire
Abilities Known:
1) 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).)
2) 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))
3) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (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) Tangler (Type: Matter, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
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) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
8) 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).)
Name : Fearsome Peluda
Level: 31
MaxHP: 111
MaxSP: 100
Strength: 40
Magic : 91
Vitality: 24
Agility : 21
Cunning : 24
Resist: Impact Pierce Fire Matter
Weak : Slash Electricity
Abilities Known:
1) 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))
2) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead, if this would be to your benefit.)
3) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Acid Breath (Type: Matter, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Melting, causing damage over time. Cooldown: Breath (5))
7) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
8) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
Name : Wise Catoblepas
Level: 33
MaxHP: 91
MaxSP: 100
Strength: 62
Magic : 13
Vitality: 40
Agility : 23
Cunning : 72
Immune: Mind
Resist: Fire Ice Body Matter
Abilities Known:
1) 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.)
2) 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).)
3) Arrow Shot (Type: Pierce, 20 SP. 85 Power attack.)
4) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
5) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
6) Bolt Spray (Type: Pierce, 30 SP. Attenuated 85 Power attack.)
7) Terrifying (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Panic, causing the target's actions to sometimes be randomized.)
8) Silver Hand (Type: Light, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Mute, which prevents the use of non-physical abilities.)
Name : Brewmaster Unicorn
Level: 27
MaxHP: 107
MaxSP: 100
Strength: 26
Magic : 56
Vitality: 35
Agility : 26
Cunning : 37
Immune: Light
Resist: Body Mind
Weak : Dark
Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) War Soul (Type: Healing, Reactive. Responds to a visible character's death by restoring 10 of your SP.)
6) 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))
7) Madness Gaze (Type: Mind, 20 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cooldown: Presence (6))
8) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
Name : Mysterious Civatateo
Level: 31
MaxHP: 105
MaxSP: 100
Strength: 16
Magic : 82
Vitality: 22
Agility : 25
Cunning : 55
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) Goad (Type: Dark, 30 SP. Only affects enemies whose last action was not a damaging ability. 70 Power attack. Cannot miss. Cooldown: Dark (6))
6) Hex (Type: Dark, 25 SP. 70% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
7) ------------
8) ------------
Name : Hunter Abatwa
Level: 27
MaxHP: 117
MaxSP: 100
Strength: 26
Magic : 20
Vitality: 29
Agility : 56
Cunning : 49
Resist: Electricity Mind
Weak : Fire Ice Body Matter
Abilities Known:
1) Poison Needle (Type: Pierce, 20 SP. 70 Power attack. Has a 70% chance to inflict 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) 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).)
5) Silver Hand (Type: Light, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Mute, which prevents the use of non-physical abilities.)
6) Terrifying (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Panic, causing the target's actions to sometimes be randomized.)
7) ------------
8) ------------
--==== Recent Messages ====--
The tuofei makes a brief gesture.
The tuofei freezes your peluda.
The tuofei freezes your catoblepas.
It isn't very effective.
The tuofei freezes your death worm.
It's super effective!
The tuofei freezes your gandayah.
The tuofei freezes you.
The tuofei looks refreshed.
The tuofei looks healthier.
The tuofei gestures widely.
The tuofei freezes your peluda.
The tuofei freezes your catoblepas.
It isn't very effective.
The tuofei freezes your death worm.
It's super effective!
The tuofei freezes your gandayah.
The tuofei freezes you.
Your peluda will be shivering longer!
Your catoblepas will be shivering longer!
Your death worm will be shivering longer!
Your gandayah will be shivering longer!
You feel like you will be cold longer!
The tuofei looks refreshed.
The tuofei looks healthier.
Your relic preserves your gandayah's life!
The kuchisake slashes your peluda.
It's super effective!
Your relic preserves your peluda's life!
The umdhlebi unleashes a burst of acidic vapor.
You begin to melt!
Your peluda can speak again.
Using wind card...
Aim within the possible target area using
movement keys. Press Enter to execute, Escape to
cancel.
You use the wind card.
There is a shimmering portal to Victory here.
Press 'p', '<', or '>' to change levels.
Your catoblepas is no longer regenerating.
Your catoblepas gazes at the tuofei.
Your power returns to normal.
Your catoblepas' power returns to normal.
Your death worm's power returns to normal.
Your gandayah's power returns to normal.
Your peluda's power returns to normal.
The kuchisake slashes your death worm.
Really win the game and start a new cycle? (Y or
N)
You win!
--==== Recently Slain Allies ====--
Name : Destroyer Druj nasu
Level: 16
MaxHP: 73
MaxSP: 100
Strength: 8
Magic : 30
Vitality: 24
Agility : 12
Cunning : 51
Immune: Body Matter
Resist: Dark
Weak : Fire Light
Abilities Known:
1) Corrupt (Type: Body, 15 SP. 85% chance to inflict Infection, which prevents most HP and SP recovery.)
2) Sepsis Wave (Type: Body, 20 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times).)
3) Contagion (Type: Body, 15 SP. Must target an Infected character. 85% chance to Infect an enemy near the target, preventing most HP and SP recovery. Free action. Cooldown: Cantrip (3))
4) Foul Aura (Type: Body, Reactive. Each standard turn, has an 8% chance to Infect enemies, which prevents most HP and SP recovery.)
5) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)
6) Petra Veil (Type: Matter, Reactive. 10% chance to inflict Harden on adjacent characters that deal damage to you, quickly turning them to Stone.)
7) ------------
8) ------------
Name : Anzu
Level: 24
MaxHP: 106
MaxSP: 100
Strength: 30
Magic : 41
Vitality: 41
Agility : 30
Cunning : 23
Resist: Fire Ice Electricity
Weak : Light
Abilities Known:
1) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
2) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
3) Acid Breath (Type: Matter, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Melting, causing damage over time. Cooldown: Breath (5))
4) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead, if this would be to your benefit.)
5) Inhale (Type: Healing, 0 SP. Can be used while Muted. Restores 5 SP and reduces your Breath and Charge cooldowns by 2 turns.)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
8) 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))
Name : Polong
Level: 26
MaxHP: 84
MaxSP: 100
Strength: 14
Magic : 49
Vitality: 21
Agility : 35
Cunning : 56
Immune: Body Matter
Resist: Mind Dark
Weak : Electricity Light
Abilities Known:
1) Major Pain (Type: Mind, 25 SP. 55 Power attack. Has two 70% chances to delay the next turn of the target. Cannot miss.)
2) Wither (Type: Debuff, 30 SP. 85% chance to reduce offense and accuracy by 20%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) ------------
6) ------------
7) ------------
8) ------------
Name : Anansi
Level: 28
MaxHP: 98
MaxSP: 100
Strength: 14
Magic : 37
Vitality: 29
Agility : 45
Cunning : 60
Immune: Mind
Resist: Fire Electricity
Weak : Ice
Abilities Known:
1) Muddle (Type: Mind, 30 SP. 70% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) Wrap Host (Type: Matter, 20 SP. 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Relieving Rain (Type: Healing, 25 SP. Removes Blind, Melting, Harden, Stone, and Held.)
6) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) ------------
Name : Ninkasi
Level: 28
MaxHP: 104
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) 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))
7) Set Alight (Type: Fire, 20 SP. 40 Power attack. Has a 100% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
Name : Baphomet
Level: 29
MaxHP: 114
MaxSP: 100
Strength: 15
Magic : 69
Vitality: 30
Agility : 22
Cunning : 54
Immune: Dark
Resist: Fire Mind Light
Weak : Slash Impact Pierce
Abilities Known:
1) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
2) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
3) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
4) 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.)
5) Inspire (Type: Buff, 20 SP. Cannot target a character disabled by a status effect. Gives the target an extra turn immediately.)
6) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
7) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
Name : Brucha
Level: 30
MaxHP: 99
MaxSP: 100
Strength: 47
Magic : 15
Vitality: 31
Agility : 79
Cunning : 23
Resist: Slash Impact Pierce
Weak : Electricity
Abilities Known:
1) Bolt Shot (Type: Pierce, 25 SP. 100 Power attack.)
2) Bolt Spray (Type: Pierce, 30 SP. Attenuated 85 Power attack.)
3) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)
4) Vitalize (Type: Healing, 5 SP. Briefly bestows Regeneration, restoring health over time. Free action. Cooldown: Cantrip (5))
5) ------------
6) ------------
7) ------------
8) ------------
Name : Artemis
Level: 21
MaxHP: 94
MaxSP: 100
Strength: 36
Magic : 15
Vitality: 21
Agility : 48
Cunning : 30
Resist: Body Light Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Arc Needle (Type: Pierce, 15 SP. 70 Power attack. Half normal accuracy.)
2) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
3) 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.)
4) 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).)
5) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
6) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
7) Arrow Shot (Type: Pierce, 20 SP. 85 Power attack.)
8) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
Name : Yuki-onna
Level: 29
MaxHP: 104
MaxSP: 100
Strength: 30
Magic : 58
Vitality: 30
Agility : 30
Cunning : 42
Immune: Ice
Weak : Fire
Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
6) 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))
7) Frost Armor (Type: Ice, Passive. When your last action was an Ice ability, you have 25% improved defense.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
- Code: Select all
Name : Acheri
Level: 17
MaxHP: 70
MaxSP: 100
Strength: 10
Magic : 26
Vitality: 21
Agility : 31
Cunning : 42
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 target's next turn, and adds 2 turns of Breath and Charge cooldowns. Cannot miss. Free action. Cooldown: Cantrip (3))
3) Weaken (Type: Debuff, 15 SP. 85% chance to reduce offense by 20%.)
4) 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.)
5) Acid Wash (Type: Matter, 15 SP. 85% chance to inflict Melting, causing damage over time.)
6) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
7) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
8) Blinding Vapor (Type: Matter, Passive. Attempts to inflict Melting on non-immune targets also have a 20% chance to briefly inflict Blind, which reduces sight radius to 1 and also reduces accuracy and evasion by 50%.)
Name : Maj. Ghoul
Level: 17
MaxHP: 85
MaxSP: 100
Strength: 34
Magic : 8
Vitality: 27
Agility : 38
Cunning : 23
Resist: Body Mind
Weak : Fire Light
Abilities Known:
1) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
2) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
3) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
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) 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) 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) 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.)
8) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
Found Madevra immediately in Anomaly:3, and easily killed her using Ukobach with Acid Wash, Toxic Vapor, and Set Alight. Luckily, Headless took 4 hits without getting guilted.
Tower 14, I discover Losten, a relic wraith with a destroyer Kaw Kaw.
but it's level 22. I fight it but take massive damage due to pink whispers and my Gandayah refusing to calm them, instead choosing to heal a yellow-health Pele. I swap them out, use pure gems and stones, and manage to deal good damage to their party, losing Akateko, and Hulking Ehlose in the process. I retreat, heal up, use more pure stones to restore Gandayah, and finish off Losten. The kaw kaw pops out... and dies immediately to an akateko, with the only one on board being his ally akateko.
Next floor, I find Breska and his party of powerful demons, Baphomet included. He runs at me and does lots of damage to me and my Gandayah, I am forced to sacrifice Ninkasi to retreat. Then, I use pure gems and stones to restore my Gandayah's health to a less risky amount. I run back in, Breska jumps at me, and I chilling blast him down until he dies. I then retreat again, recruit Baphomet, and finish off the rest of his demons in a corridor.
I find Phoenix later on but don't bother attempting the link because of its danger. I also kill off Medusa and Baba Yaga as well.
Around floors 16-20, I recruit a Peluda and a Catoblepas. I also find Anansi, and fuse a Fearsome Peluda with breaths and Frost Ring, and a Wise Catoblepas who would hopefully get dirty needles from the Hunter modifier later on. These two demons did huge amounts of damage, forcing me to use heal stones to heal Anansi. They wiped out Slenderman in three turns before I killed the Ikiryo. Then, I find Jayle and she has Reprobus who I can't link with because there's no Mordecai.
She dies to my main damage dealers: Pele, Peluda, and Catoblepas. Antoria was the final threat before tier 3 demons, and he died through Pele, Artemis, Catoblepas, and Ehlose who resist his lightning, fire, and dark attacks. Unicorn was lost along with 3 heal gems. I probably should have used a might gem, with its free haste. I also found a relic wraith with tons of charm which caused me to run away with a wind card. They almost brought my maxHP down, but I made sure to pump vitality since I didn't go for soul armor. I see now that charm is incredibly dangerous even for those with calm.
In this run, my Fearsome Peluda and my Wise Catoblepas were fusions I decided to try because of their massive statline. The Peluda's 50 magic and breath attacks meant that it could do high burst damage like Anzu with Innocence, letting me replace him. However, getting frost ring made it really good for killing everything it encountered.
I wanted the Catoblepas to be a Hunter at first, but thought that Wise would be a better modifier for inflicting debuffs since it gets extra speed and more cunning. I waited too long to fuse a Hunter Abatwa, and rolled with only venomous for a while, even though I could have copied some passives over from Ehlose. Its strength gave it great damage, and Intent allowed it to actually hit attacks even with its terrible agility. It did manage to apply debuffs reliably, so I do think that this is a good unit. However, it can be a bit weak in melee combat and have problems with SP.
Charlie was once again extremely good for crippling enemies. I replaced his over-costed Panic abilities with a vapor build, except I couldn't recruit too many vapor units.
This time, I also had an Ehlose from a relic wraith with many on-hit debuffs. It served as a good meatshield. Witch's Arc was an incredibly good ability, and was probably better than wild frenzy for applying Hex.
From personal experience, jump skills haven't been that good on demons. On the summoner, mobility and swiftness allows you to easily retreat from bad fights or to heal up. On demons, they can get to the fight faster which is great for melee, but less useful for ranged. However, jump or charge skills like Bull Rush or Leap Attack have mostly managed to make my demons die faster. Sure, they do great burst damage with AoE attacks but it takes them out of range of support healing and additional units beside it to soak up damage. That damage is still good even if it hits less targets or has less damage from attenuation. The demon just gets focused down and I have to recall it in a turn or two.