RNG is a fickle god

The tower awaits!

Re: RNG is a fickle god

Postby SummerSnowman » Sat Mar 09, 2019 8:30 am

Edit: Image didn't seem to be showing.
Image

Perseus got butchered. We overwhelmed him completely. Pain glyph to inflict paralysis was the key to this, making him unable to act and unable to defend himself. Then, my Ehlose and Oni applied Hex and Poison+ to help kill him, while I zapped him with shock arrow.

Code: Select all
Demon Party Dump File
Version 11/26/2018, Scoring Model: 11/9/2018
Dump file created at: 3/9/2019 12:23:30 AM


Summoner Log...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 24853,
is currently at Medusa's Sanctum,
and is still alive!



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

Name : Log
Level: 21
MaxHP: 116
MaxSP: 100

Strength: 10
Magic   : 80
Vitality: 40
Agility : 20
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) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
4) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
5) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
6) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)
7) 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))
8) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)

Relic Upgrades:
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)

Inventory:
2 Pain glyph
2 Frost glyph
6 Chakra stone
1 Silver offering
1 Mirror chime
13 Heal stone
7 Pure stone
1 Flame glyph
1 Venom rune
1 Zephyr card
3 Heal gem
1 Calm card
3 Pure gem
2 Magic map
1 Wind card
3 Heart glyph
1 Bronze offering
1 Bolt glyph
1 Curse rune
1 Meteor rune

Current Credits: 8035



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2          0          1          8*         0         
Impact       2          0          2          6*         1         
Pierce       1          0          2          7*         0         
Fire         1          0          2          3*         4         
Ice          1*         0          2          6*         1         
Electricity  1*         0          1          6*         2         
Body         1          3          3*         1          2         
Mind         2          1          0          8*         0         
Matter       2          0          1          7*         1         
Light        0          3          1          2*         3         
Dark         1*         1          4          2          2*         

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



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

Name : Ooze
Level: 26
MaxHP: 65
MaxSP: 100

Strength: 14
Magic   : 56
Vitality: 14
Agility : 46
Cunning : 45

Resist: Impact Pierce Body
Weak  : Fire Ice Matter

Abilities Known:
1) Liquefying Touch (Type: Matter, 10 SP. 70 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) Consuming Touch (Type: Matter, 10 SP. 70 Power attack, +45 Power if the target is Melting. Heals the user for 66% of the damage dealt.)
3) Acidic Veil (Type: Matter, Reactive. 35% chance to Melt adjacent characters that deal damage to you, causing damage over time.)
4) Corrosive Vapor (Type: Debuff, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly reduce defense by 20%.)
5) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
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) Materia Siphon (Type: Matter, 15 SP. 40 Power attack, +45 Power if the target is Melting. Heals the user for 50% of the damage dealt. Cannot miss.)
8) ------------


Name : Foul Druj nasu
Level: 22
MaxHP: 97
MaxSP: 100

Strength: 10
Magic   : 25
Vitality: 30
Agility : 10
Cunning : 80

Immune: Body
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) 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.))
6) Acid Wash (Type: Matter, 15 SP. 85% chance to inflict Melting, causing damage over time.)
7) 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))
8) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))


Name : Turdak
Level: 20
MaxHP: 77
MaxSP: 100

Strength: 32
Magic   : 17
Vitality: 26
Agility : 38
Cunning : 32

Immune: Body Dark
Resist: Pierce Ice
Weak  : Impact Fire 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) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
3) Slash Dance (Type: Slash, 10 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Numbing (Type: Body, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Paralysis, causing the target to frequently miss their turns.)
6) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
7) 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))
8) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee, Beam, and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)


Name : Chthonic Ehlose
Level: 20
MaxHP: 91
MaxSP: 100

Strength: 39
Magic   : 9
Vitality: 63
Agility : 15
Cunning : 19

Immune: Body
Resist: Slash Impact 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) 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) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
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) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
8) 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.))


Name : Reprobus
Level: 22
MaxHP: 105
MaxSP: 100

Strength: 53
Magic   : 25
Vitality: 31
Agility : 28
Cunning : 18

Immune: Mind Light
Weak  : Electricity

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Impaling Thrust (Type: Pierce, 20 SP. 85 Power attack, enemies only.)
3) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
4) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets your Breath and Charge cooldowns. Free action. Cooldown: Endure (4))
5) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
6) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
7) Unconquerable (Type: Defense, Reactive. Responds to damage dealt to you by enemies by reducing your Endure cooldown by 1 turn.)
8) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))


Name : Hunter Oni
Level: 21
MaxHP: 92
MaxSP: 100

Strength: 47
Magic   : 9
Vitality: 32
Agility : 31
Cunning : 31

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Abilities Known:
1) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
2) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
3) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
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) 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) Nightbringer (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to inflict Sleep, preventing the target from acting for a few turns or until damaged.)
7) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
8) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)


Name : Mysterious Unicorn
Level: 22
MaxHP: 90
MaxSP: 125

Strength: 22
Magic   : 51
Vitality: 25
Agility : 22
Cunning : 35

Immune: Light
Resist: Fire Dark
Weak  : Body

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) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)


Name : Unicorn
Level: 22
MaxHP: 91
MaxSP: 125

Strength: 28
Magic   : 44
Vitality: 31
Agility : 28
Cunning : 24

Immune: Light
Weak  : Body 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) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
8) Tireless (Type: None, Passive. Increases MaxSP by 25.)



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

 Your unicorn's evasion returns to normal.
 Your oni's evasion returns to normal.
 Your ehlose's evasion returns to normal.
 Your ehlose shouts a warning cry.
 Your ehlose looks more evasive!
 Your oni looks more evasive!
 Your unicorn looks more evasive!
 Medusa looks more evasive!
 You feel more evasive!
 Your oni hits Perseus.
 It isn't very effective.
 Perseus falls asleep! Perseus cringes!
 Your oni looks refreshed. Your oni hits Perseus.
 Perseus is stunned!
 Your oni looks refreshed.
 Using Shock Arrow...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You throw a shock arrow at Perseus.
 You shock Perseus.
 It's super effective!
 Perseus wakes up.
 Medusa bites Perseus.
 Perseus will be badly poisoned longer!
 Medusa's power returns to normal.
 Your power returns to normal.
 Your unicorn's power returns to normal.
 Your oni's power returns to normal.
 Your ehlose's power returns to normal.
 Perseus' evasion returns to normal.
 Your ehlose hits Perseus.
 Your ehlose looks refreshed.
 Perseus is no longer stunned.
 Perseus concentrates briefly.
 Perseus looks more evasive!
 Perseus is paralyzed and cannot move!
 Your oni hits Perseus. Your oni looks refreshed.
 Your oni hits Perseus. Your oni looks refreshed.
 Using Shock Arrow...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Nevermind then.
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.



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

Name : Easg saint
Level: 14
MaxHP: 61
MaxSP: 100

Strength: 11
Magic   : 35
Vitality: 13
Agility : 33
Cunning : 23

Immune: Light
Weak  : Body Dark

Abilities Known:
1) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
2) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Foul Tuofei
Level: 11
MaxHP: 57
MaxSP: 100

Strength: 9
Magic   : 24
Vitality: 13
Agility : 24
Cunning : 30

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 slightly. 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) Distract Host (Type: Debuff, 25 SP. 85% chance to reduce accuracy by 20%.)
6) Hinder Host (Type: Debuff, 25 SP. 85% chance to reduce evasion by 20%.)
7) ------------
8) ------------


Name : Mindbender Acheri
Level: 11
MaxHP: 55
MaxSP: 100

Strength: 6
Magic   : 21
Vitality: 13
Agility : 19
Cunning : 41

Immune: Body Mind
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) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
5) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
6) ------------
7) ------------
8) ------------


Name : Vikhor
Level: 16
MaxHP: 63
MaxSP: 100

Strength: 20
Magic   : 20
Vitality: 20
Agility : 40
Cunning : 25

Resist: Ice Electricity Mind Matter
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, Beam, and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
7) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
8) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)


Name : Archangel
Level: 20
MaxHP: 78
MaxSP: 100

Strength: 35
Magic   : 23
Vitality: 29
Agility : 35
Cunning : 23

Immune: Light
Resist: Fire Body
Weak  : Dark

Abilities Known:
1) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. If the attack hits, grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
2) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
3) Exorcism (Type: Light, 25 SP. Only affects enemies weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (4))
4) 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).)
5) Blinding (Type: Matter, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to inflict Blind, which reduces sight radius to 1 and also reduces accuracy and evasion by 50%.)
6) ------------
7) ------------
8) ------------


Name : Lifegiver Gandayah
Level: 14
MaxHP: 85
MaxSP: 125

Strength: 18
Magic   : 34
Vitality: 37
Agility : 13
Cunning : 13

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) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
4) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)


Name : Hulking Chachapuma
Level: 13
MaxHP: 73
MaxSP: 100

Strength: 49
Magic   : 7
Vitality: 22
Agility : 18
Cunning : 14

Resist: Electricity
Weak  : Ice Mind

Abilities Known:
1) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Stunning Blow (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Stun, causing the target to miss their next turn.)
3) Clobber (Type: Impact, 5 SP. 100 Power attack. Half normal accuracy.)
4) Fearsome Aura (Type: Mind, Reactive. Each standard turn, has a 15% chance to delay enemies' next turns.)
5) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
6) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)
7) ------------
8) ------------


Name : Mysterious Banshee
Level: 20
MaxHP: 63
MaxSP: 100

Strength: 9
Magic   : 57
Vitality: 19
Agility : 18
Cunning : 42

Immune: Body Matter
Resist: Slash Impact Pierce Fire Ice Dark
Weak  : Electricity

Abilities Known:
1) Mind Howl (Type: Mind, 30 SP. 55 Power attack, enemies only. Cannot miss.)
2) 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))
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) Poison Touch (Type: Body, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
5) Dark Veil (Type: Dark, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
6) 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).)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)




The ooze was my "secret weapon" of sorts - I would pull it out whenever I ran into a difficult situation and it would melt my enemies. Dismissing and summoning it closer was worth it so that it didn't die from ranged fire. This was key to defeating Paracelsus. However, it was incredibly squishy so I need to make it ranged.
SummerSnowman
 
Posts: 45
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby SummerSnowman » Sun Mar 10, 2019 8:14 am

Finished my game right on time for the new brand build. :D This time around, I managed to create a full relic wraith team consisting of 9 fully equipped demons, except for a non-fused Rakshasa. Haven't gotten around to killing myself yet, though. I might try to fight a mirror chime first.

The power of this Oni was incredible from the moment I got him. Debuffs were stacking all the time, helping us win many fights and complete many hard links. The other unit with his level of strength was my Shikome, who could cripple groups completely and drain them dry of maxHP. Tremane also stood no chance against this pair. My unicorns were very helpful as well, lasting for several hits without dying. Cherufe was an amazing tank against Phoenix, taking barely any damage over the ~15 turns of heroism. The Leib-Olmai was a bit weak, since I didn't get to complete the tank build I wanted for it. Didn't really test out the Power, but got it on the last floor with a silver offering. Ehlose was a great tank as always.

The ooze from Anomaly was completely useless in the later floors. It died much too quickly and I didn't bother to pure stone it. So, I sold it for credits.

Code: Select all
Demon Party Dump File
Version 11/26/2018, Scoring Model: 11/9/2018
Dump file created at: 3/9/2019 11:59:48 PM


Summoner Log...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 66174,
is currently at Tower:23,
and is still alive!



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

Name : Log
Level: 32
MaxHP: 157
MaxSP: 100

Strength: 10
Magic   : 110
Vitality: 50
Agility : 35
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) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
4) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
5) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) 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))
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.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)

Inventory:
3 Pain glyph
2 Frost glyph
9 Chakra stone
1 Mirror chime
11 Pure stone
1 Flame glyph
7 Heal stone
1 Venom rune
1 Zephyr card
7 Heal gem
2 Calm card
3 Pure gem
2 Magic map
5 Heart glyph
1 Bronze offering
1 Bolt glyph
2 Curse rune
2 Meteor rune
1 Might gem
1 Peace offering
1 Night rune

Current Credits: 66



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        4          0          4          6*         0         
Impact       3          0          4          6*         0         
Pierce       1          0          2          8*         0         
Fire         1          1          3          4*         2         
Ice          2*         0          4          5*         1         
Electricity  1*         0          2          7*         1         
Body         0          1          4*         3          2         
Mind         0          0          2          8*         0         
Matter       1          0          4          6*         0         
Light        0          4          1          2*         3         
Dark         2*         1          4          2          3*         

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



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

Name : Chthonic Ehlose
Level: 26
MaxHP: 110
MaxSP: 100

Strength: 47
Magic   : 11
Vitality: 76
Agility : 18
Cunning : 23

Immune: Body
Resist: Slash Impact 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) 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) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
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) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
8) 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.))


Name : Hunter Oni
Level: 28
MaxHP: 114
MaxSP: 100

Strength: 57
Magic   : 12
Vitality: 39
Agility : 39
Cunning : 38

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Abilities Known:
1) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
2) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
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) 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) Nightbringer (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to inflict Sleep, preventing the target from acting for a few turns or until damaged.)
6) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
7) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)
8) Numbing (Type: Body, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Paralysis, causing the target to frequently miss their turns.)


Name : Mysterious Unicorn
Level: 30
MaxHP: 112
MaxSP: 125

Strength: 28
Magic   : 64
Vitality: 31
Agility : 28
Cunning : 44

Immune: Light
Resist: Fire Dark
Weak  : Body

Abilities Known:
1) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
2) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
3) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
5) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
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 : Forged Unicorn
Level: 30
MaxHP: 114
MaxSP: 125

Strength: 42
Magic   : 58
Vitality: 42
Agility : 28
Cunning : 25

Immune: Light
Resist: Slash Impact Pierce
Weak  : Body 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) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
6) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) 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))


Name : Rakshasa
Level: 32
MaxHP: 119
MaxSP: 100

Strength: 83
Magic   : 24
Vitality: 41
Agility : 29
Cunning : 28

Resist: Fire Dark
Weak  : Ice 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) Lethal Claw (Type: Slash, 15 SP. 100 Power attack.)
3) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
4) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
5) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
6) Wellspring (Type: None, Passive. If you would gain an experience-based cooldown and do not have a Wellspring cooldown, you instead gain a Wellspring cooldown of the same amount. Cooldown: Wellspring (0))
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) Massacre (Type: Slash, 25 SP. 130 Power attack, if the damage would be fatal. Otherwise, 70 Power attack.)


Name : Turbulent Cherufe
Level: 32
MaxHP: 95
MaxSP: 100

Strength: 26
Magic   : 77
Vitality: 40
Agility : 28
Cunning : 34

Immune: Fire
Resist: Slash Impact Ice Electricity

Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Burning Star (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
4) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
6) Cryopulse (Type: Ice, 15 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
7) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed slightly. Cannot miss.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Redeemed Leib-olmai
Level: 34
MaxHP: 131
MaxSP: 100

Strength: 61
Magic   : 44
Vitality: 61
Agility : 26
Cunning : 23

Immune: Light
Resist: Ice Body Mind Matter
Weak  : Fire

Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Absolving Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Light and Dark status effects by 0.5 turns.)
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) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


Name : Furious Shikome
Level: 32
MaxHP: 111
MaxSP: 100

Strength: 16
Magic   : 65
Vitality: 34
Agility : 33
Cunning : 57

Immune: Dark
Resist: Ice Body Mind Matter
Weak  : Light

Abilities Known:
1) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) Possess (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (5))
3) 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) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
5) 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))
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) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
8) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Immortal Power
Level: 28
MaxHP: 113
MaxSP: 100

Strength: 81
Magic   : 12
Vitality: 60
Agility : 21
Cunning : 11

Immune: Light
Resist: Slash Impact Pierce Matter
Weak  : Dark

Abilities Known:
1) Lethal Thrust (Type: Pierce, 25 SP. 100 Power attack, enemies only.)
2) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Vehemence (Type: Buff, 15 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (3))
4) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
5) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee, Beam, and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
8) 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.)



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

 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Nevermind then.
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
 Using Agony...
 Agony can only be centered on yourself. Press
 Enter to execute, Escape to cancel.
 You scourge the couril.
 It's super effective!
 You kill the couril!!
 You scourge the jotunn.
 Your shikome glares with eyes flashing.
 The jotunn is turning to stone!
 Your unicorn is no longer charmed.
 Your unicorn gestures at your rakshasa.
 Your rakshasa looks healthier.
 Your rakshasa mangles the jotunn.
 It isn't very effective.
 Your rakshasa looks healthier.
 Your rakshasa looks refreshed.
 The jotunn smashes your unicorn.
 The jotunn freezes your unicorn.
 Your unicorn will be shivering longer!
 Using Heal Wounds...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You gesture at your unicorn.
 Your unicorn looks healthier.
 Your unicorn hits the jotunn.
 The jotunn is petrified!
 Your shikome claws the jotunn.
 Your rakshasa massacres the jotunn.
 Your rakshasa kills the jotunn!!
 Your rakshasa looks refreshed.
 You begin resting.
 Your unicorn chants while pointing at itself.
 Your unicorn is no longer chilled.
 Your unicorn calls forth a healing rain.
 Your unicorn looks healthier.
 Your rakshasa can be mended again.
 Rest complete.
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.



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

Name : Turbulent Ooze
Level: 29
MaxHP: 73
MaxSP: 100

Strength: 12
Magic   : 71
Vitality: 12
Agility : 48
Cunning : 47

Resist: Impact Pierce Ice Electricity Body
Weak  : Fire Matter

Abilities Known:
1) Liquefying Touch (Type: Matter, 10 SP. 70 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) Consuming Touch (Type: Matter, 10 SP. 70 Power attack, +45 Power if the target is Melting. Heals the user for 66% of the damage dealt.)
3) Acidic Veil (Type: Matter, Reactive. 35% chance to Melt adjacent characters that deal damage to you, causing damage over time.)
4) Corrosive Vapor (Type: Debuff, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly reduce defense by 20%.)
5) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
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) Materia Siphon (Type: Matter, 15 SP. 40 Power attack, +45 Power if the target is Melting. Heals the user for 50% of the damage dealt. Cannot miss.)
8) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))


Name : Phoenix
Level: 27
MaxHP: 102
MaxSP: 100

Strength: 25
Magic   : 40
Vitality: 25
Agility : 51
Cunning : 39

Immune: Fire
Resist: Ice Light
Weak  : Dark

Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Burning Scythe (Type: Slash, 20 SP. 100 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
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) 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))
5) 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.)
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Wellspring (Type: None, Passive. If you would gain an experience-based cooldown and do not have a Wellspring cooldown, you instead gain a Wellspring cooldown of the same amount. Cooldown: Wellspring (0))
8) ------------


Name : Reprobus
Level: 26
MaxHP: 119
MaxSP: 100

Strength: 60
Magic   : 28
Vitality: 35
Agility : 31
Cunning : 21

Immune: Mind Light
Weak  : Electricity

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Impaling Thrust (Type: Pierce, 20 SP. 85 Power attack, enemies only.)
3) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets your Breath and Charge cooldowns. Free action. Cooldown: Endure (4))
4) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
5) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
6) Unconquerable (Type: Defense, Reactive. Responds to damage dealt to you by enemies by reducing your Endure cooldown by 1 turn.)
7) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
8) Arrow Shot (Type: Pierce, 20 SP. 85 Power attack.)


Name : Banshee
Level: 27
MaxHP: 79
MaxSP: 100

Strength: 14
Magic   : 66
Vitality: 29
Agility : 28
Cunning : 43

Immune: Body Matter
Resist: Slash Impact Pierce Ice
Weak  : Electricity

Abilities Known:
1) Mind Howl (Type: Mind, 30 SP. 55 Power attack, enemies only. Cannot miss.)
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ogun
Level: 31
MaxHP: 119
MaxSP: 100

Strength: 52
Magic   : 32
Vitality: 52
Agility : 24
Cunning : 40

Immune: Body
Resist: Slash Impact Pierce Fire Matter
Weak  : Ice Electricity Mind

Abilities Known:
1) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Melting Slice (Type: Slash, 15 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) Magma Force (Type: Slash, 25 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
4) 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))
5) Ready Block (Type: Defense, Passive. If your last action was a Melee, Beam, or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
6) Heavy Guard (Type: Impact, Reactive. Responds to attacks by adjacent enemies that you block or parry with a 40 Power attack that has a 35% chance to inflict Stun, causing the target to miss their next turn. Cannot miss.)
7) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Vorpal Brucha
Level: 30
MaxHP: 112
MaxSP: 100

Strength: 60
Magic   : 12
Vitality: 33
Agility : 71
Cunning : 19

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) Massacre (Type: Slash, 25 SP. 130 Power attack, if the damage would be fatal. Otherwise, 70 Power attack.)
6) Cleansing Cut (Type: Slash, 20 SP. 70 Power attack. Removes Infection, Poison, and Paralysis from you or a nearby ally.)
7) ------------
8) ------------


Name : Medusa
Level: 30
MaxHP: 136
MaxSP: 100

Strength: 31
Magic   : 39
Vitality: 39
Agility : 39
Cunning : 47

Weak  : Light Dark

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) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
4) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
5) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
6) 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.))
7) 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))
8) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))


Name : Turdak
Level: 27
MaxHP: 96
MaxSP: 100

Strength: 40
Magic   : 21
Vitality: 32
Agility : 47
Cunning : 40

Immune: Body Dark
Resist: Pierce Ice
Weak  : Impact Fire 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) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
3) Slash Dance (Type: Slash, 10 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Numbing (Type: Body, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Paralysis, causing the target to frequently miss their turns.)
6) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
7) 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))
8) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee, Beam, and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)


Name : Angel
Level: 31
MaxHP: 108
MaxSP: 100

Strength: 32
Magic   : 56
Vitality: 40
Agility : 40
Cunning : 32

Immune: Light
Resist: Fire Electricity
Weak  : Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
3) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
5) ------------
6) ------------
7) ------------
8) ------------




This game had a very annoying bug, I think. In my second victory, I gave my Bigfoot Eternal Glory and Wellspring, and it triggered in battle with Valindra. It did not get sent to my preservation, nor did it lose maxHP. But when my Rakshasa reached critical HP, it did not follow Bigfoot's behavior and instead got sent to the bench, losing maxHP. Weird. The following status effects may have had a role to play: Sleep, Matter, and Charm. Possibly Ignite too, in the second incident. :x

Here's the combat log for the first incident. It's near the end, bolded.
Code: Select all
--==== Recent Messages ====--

 The catoblepas exhales a venomous mist.
 The catoblepas envenoms you.
 It isn't very effective.
 The catoblepas envenoms your unicorn.
 It's super effective!
 Your rakshasa wakes up.
 Your rakshasa leaps at the catoblepas.
 Your rakshasa rends the catoblepas.
 The catoblepas is stunned!
 Your rakshasa looks refreshed.
 The jinn throws a flame arrow at your rakshasa.
 The jinn burns your rakshasa.
 It isn't very effective.
 The jinn psi-blasts your rakshasa.
 Your rakshasa is petrified!
 Your oni wakes up.
 Your oni hits the catoblepas.
 Your oni looks refreshed.
 Your oni hits the catoblepas.
 Your oni looks refreshed.
 The jinn psi-blasts your oni.
 Your oni falls asleep!
 Your unicorn's power returns to normal.
 The catoblepas crushes your rakshasa.
 Your unicorn gestures at your rakshasa.
 Your rakshasa looks healthier.
 Your unicorn chants while pointing at your oni.
 Your oni wakes up.
 Using Shock Arrow...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You throw a shock arrow at the catoblepas.
 You shock the catoblepas.
 The jinn psi-blasts your oni.
 The catoblepas is no longer stunned.
 The catoblepas crushes your rakshasa.
 Your oni slashes the catoblepas.
 Your oni kills the catoblepas!!
 Your oni looks refreshed.
 Your oni reaches Level 27!
 The jinn psi-blasts your oni.
 Your oni falls asleep!
[b] The catoblepas crushes your rakshasa.
 Your relic preserves your rakshasa's life! [/b]
 Your unicorn chants while pointing at your oni.
 Your oni wakes up.
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
SummerSnowman
 
Posts: 45
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby Ferret » Sun Mar 10, 2019 3:45 pm

:D Sorry I haven't been as snappy as usual in reading/responding to these reports. :) You can probably guess why, but I will come back and read them once the test build is released. :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: RNG is a fickle god

Postby SummerSnowman » Sun Mar 10, 2019 7:37 pm

That's alright. Sounds like the build will have a ton of interesting stuff, for more personal decision-making. :D
SummerSnowman
 
Posts: 45
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby Saler » Tue Mar 12, 2019 4:12 pm

That bug sounds like an interaction between demon preservation and one of those status effects bypasses Eternal Glory, but I'm not sure.
That's a very bulky team. Honestly, I usually don't have much credits for fusions for the later half of the game. I save them to replace my lower base level demons with newer ones. Also, I played most of my games before demon preservation got introduced - instead any character could restore demons for a high credits cost, and there was a Restore Saver upgrade. You can probably guess what most of my late game credits were spend for. :roll:
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: RNG is a fickle god

Postby Ferret » Wed Mar 13, 2019 12:28 pm

Hey. :) Finally got a little chance to come back and respond to these, sorry for the delay. :)

Regarding the Credit-related upgrades, it depends a bit on you. :) Fusion Saver and Copy Saver can win if you're doing large amounts of their respective activities... though, in the Build Test upgrade, Copy Saver may not be able to anymore since Copy Ability is discounted there. Recycle can win if you take advantage of corpse encounters and enemy summoners to recruit lots of pre-leveled demons. S.E.P.I. is more of the default choice: it will work decently no matter what you're doing, but the specialized ones can work a bit better if you focus on them.

It is true. :) Offerings don't work if you're already attempting a normal link with the target. A bit evil of me perhaps, but I felt Offerings would be too powerful if they could act as a "safety" net where you can always just wait to use them after trying the normal way.

There are definitely a few more OOD demons: pretty much every Sanctum except the very late ones have at least a couple of OOD encounters. :)

I'll look into the bug you mentioned with Eternal Glory and Wellspring. Only thing to note there is that the combo only works if you learned Wellspring *before* Eternal Glory was on cooldown: Wellspring can absorb an incoming cooldown, but it can't help you if the ability is already on cooldown.

Thanks for the reports, and congrats on the impending ghost win. :D
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: RNG is a fickle god

Postby SummerSnowman » Wed Mar 13, 2019 6:22 pm

I still have the save, since I didn’t actually suicide yet. Would you like a look at it for the bug?

Edit: Sent it.
Last edited by SummerSnowman on Thu Mar 14, 2019 12:05 am, edited 1 time in total.
SummerSnowman
 
Posts: 45
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby Ferret » Wed Mar 13, 2019 9:29 pm

Yes, please. :) I may not be able to learn much depending on how far back it happened from the current point in time, but it's worth a shot. :)
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

Re: RNG is a fickle god

Postby SummerSnowman » Thu Mar 14, 2019 6:38 am

First victory of the brand build. This time, I found a bronze offering on floor 2, and a gorgon in Arcadia, but couldn't use it because she was Icesworn. I killed it with some difficulty, losing an Ogre and a Homunculus. Ogre from Buruburu links are extremely useful and helped me get to Anomaly. I do wonder, how do people build their Homunculus? It seems really useless, but I might be wrong since I keep its four starting skills when perhaps it could use more ranged skills. I know draw wounds is really nice, but not for melee units.

In Anomaly, I managed to find myself a lone Nuppeppo, who I tried to use as a vapors build but managed to get Reprogram from Mindbender fusion instead. This was extremely powerful, and the charms managed to sway things like Ogun, Shikome, and wizzzargh's party to my side. My Civatateo was also a great mage, as expected.

Image

This relic wraith did not have the same soul armor, and was instead resistant to physical skills and immune to electric, while being weak to ice and fire. Speed was also at 100%.
Still, this fight was a challenge, and the initial burst at the beginning was countered by calming rain and a bunch of healing. I had to use a guardian gem, all 3 of my heart glyphs, a tempest rune, and a frost glyph to finish the wraith off. Nuppeppo was the best unit here with Reprogram. Brewmaster Unicorn pumped out great heals during the fighting. Turbulent Civatateo provided good snowstorm support. Gaudium was pretty strong but I had charm to counter some of it.

My brand of choice this run was
Ri-In-Na-Dis (Lv.23)
Base Magic is 64 or more
Cunning: -4
Max SP: +26
SP Costs: -26%

This was an extremely overpowered brand for my party of ranged magic attackers. It made lightning bolts infinite, and snowstorms spammable, for the miniscule price of 4 cunning. :D

The worst fusion here was stormy polong, who died too quickly for my tastes. I believe that it did do good damage, for the two turns that it was alive. :x

Had an insane amount of credits this run. Maybe the free copy saver is actually too good? Or perhaps I just didn't find enough demons to fuse my uniques together with.

Midway through the game, Hunter Oni and Nuppeppo killed Anzu easily so I didn't link with it. They also failed to defend Medusa, due to her gorgons receiving Eternal Glory, making her vulnerable to AoE damage. I started the link with her stunned and at half health, so it was little wonder she died. It didn't matter in the end though, since I saw no Shikome.

Fought Jayle, Antoria, and Valindra. Jayle was pretty easy, so I forgot most of the fight. Antoria was simple too, except that he once had 200 health and ran out of SP. Valindra was a pretty interesting fight because it didn't really seem like death march triggered. Her demons got wiped out pretty easily, and exploded into 1 HP units even though she didn't have consume demon. I used two heart glyphs back-to-back, so maybe that did something? I have no clue.

Actually, I had a ridiculous amount of heart glyphs this game. Like 7, probably. ;)

The biggest problem I encountered with this game was definitely the AI prioritizing regenerate over calm near the midgame. Perhaps you could use a ridiculously large value to give curing charm priority over regenerate? Panic is manageable, but charm is not, since a charmed target's damage will counteract the healing. Switching over to a unicorn is pretty important because of this. Other than this, I didn't really encounter any harmful bugs.

Code: Select all
Demon Party Dump File
Version 3/10/2019, Scoring Model: 3/10/2019
Dump file created at: 3/13/2019 11:15:07 PM


Summoner Track...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 59273,
is currently at Tower:23,
and is still alive!



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

Name : Track
Level: 31
MaxHP: 158
MaxSP: 126

Strength: 15
Magic   : 100
Vitality: 55
Agility : 25
Cunning : 6

Resist: Body
Weak  : Dark

Soul Brand:
Ri-In-Na-Dis (Lv.23)
  Base Magic is 64 or more
  Cunning: -4
  Max SP: +26
  SP Costs: -26%

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
4) Storm Arrow (Type: Pierce, 20 SP. 100 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
5) Flame Orb (Type: Fire, 20 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) 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))
8) 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))

Relic Upgrades:
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)

Inventory:
2 Guardian gem
2 Heal gem
2 Chakra gem
2 Bolt glyph
1 Flame glyph
1 Curse rune
7 Chakra stone
8 Pure stone
8 Heal stone
2 Pain glyph
1 Wind card
2 Zephyr card
1 Might gem
3 Pure gem
1 Tempest rune
2 Frost glyph
2 Magic map
2 Mirror chime
2 Calm card
1 Meteor rune

Brands:
Po-In-Cl (Lv.9)
  Agility: -2
  Max SP: +12
  Magic: +8
Co-Sh-Fa-Tra-Sur (Lv.12)
  Base Vitality is 42 or more
  HP equal to MaxHP
  SP per Turn: -1.0
  Cunning: +23
  SP Costs: -5
Sh-Mi-Fa-Ou (Lv.16)
  Base Cunning is 37 or more
  SP per Turn: -3.0
  Strength: +19
  Cunning: +19
Ri-Fr-Tir (Lv.17)
  SP equal to or less than 50
  Vitality: -13
  SP Costs: -51%
Ri-In-Na-Dis (Lv.23)
  Base Magic is 64 or more
  Cunning: -4
  Max SP: +26
  SP Costs: -26%
Po-Ri-Tra-Ac (Lv.24)
  No passive abilities
  HP equal to MaxHP
  SP Costs: -60%
  Magic: +44
In-We-Tra (Lv.25)
  HP equal to MaxHP
  Strength: -17
  Max SP: +83
Po-Mi-Cl-Res-Rel (Lv.25)
  No base SP cost above 20
  SP equal to MaxSP
  Agility: -17
  Strength: +54
  Magic: +54
Mi (Lv.25)
  Strength: +17
In-Sh (Lv.26)
  Cunning: +11
  Max SP: +15
Ri-Po (Lv.27)
  Magic: +12
  SP Costs: -16%
Sh-Im-Dis (Lv.29)
  Base Magic is 95 or more
  Magic: -19
  Cunning: +54

Current Credits: 37997



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2          0          1          9*         0         
Impact       1          0          2          8*         0         
Pierce       1*         0          1          9*         0         
Fire         4*         2          2          4*         2         
Ice          3*         0          5          4*         1         
Electricity  2          0          3          6*         1         
Body         1          1          5*         2          2         
Mind         3          1          2          7*         0         
Matter       1          1          1          6*         2         
Light        1          2          2          3*         3         
Dark         0          0          3          2          5*         

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



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

Name : Lifegiver Nero
Level: 22
MaxHP: 118
MaxSP: 137

Strength: 20
Magic   : 58
Vitality: 50
Agility : 18
Cunning : 15

Resist: Fire Ice
Weak  : Body Light Dark Matter

Soul Brand:
Po-In-Cl (Lv.9)
  Agility: -2
  Max SP: +12
  Magic: +8

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) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
7) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
8) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))


Name : Mindbender Nuppeppo
Level: 32
MaxHP: 139
MaxSP: 100

Strength: 23
Magic   : 33
Vitality: 73
Agility : 13
Cunning : 77

Immune: Mind
Resist: Impact Ice Body
Weak  : Fire Matter

Soul Brand:
Sh (Lv.20)
  Cunning: +14

Abilities Known:
1) 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))
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) 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).)
4) Hydrofluoric (Type: Matter, Passive. Your attempts to inflict Melting bypass Matter resistance (but not immunity.))
5) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)
6) 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.))
7) Reprogram (Type: Mind, 30 SP. 40 Power attack. Has a 35% chance to inflict Charm, turning the target against its allies.)
8) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))


Name : Hunter Oni
Level: 28
MaxHP: 114
MaxSP: 113

Strength: 57
Magic   : 12
Vitality: 39
Agility : 39
Cunning : 47

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Soul Brand:
Sh-In (Lv.20)
  Max SP: +13
  Cunning: +9

Abilities Known:
1) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
2) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
3) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
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) 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) 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.))
8) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)


Name : Pele
Level: 29
MaxHP: 116
MaxSP: 126

Strength: 23
Magic   : 73
Vitality: 34
Agility : 34
Cunning : 22

Immune: Fire
Resist: Electricity
Weak  : Ice

Soul Brand:
Ri-In-Na-Dis (Lv.23)
  Base Magic is 64 or more
  Cunning: -4
  Max SP: +26
  SP Costs: -26%

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) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Combustive Aura (Type: Fire, Reactive. Each standard turn, has an 8% chance to Ignite enemies, causing damage over a short duration.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Brewmaster Unicorn
Level: 29
MaxHP: 112
MaxSP: 112

Strength: 27
Magic   : 67
Vitality: 37
Agility : 25
Cunning : 40

Immune: Light
Resist: Body Mind
Weak  : Dark

Soul Brand:
Po-In-Cl (Lv.9)
  Agility: -2
  Max SP: +12
  Magic: +8

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) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
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) Madness Glare (Type: Mind, 25 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))


Name : Turbulent Civatateo
Level: 33
MaxHP: 109
MaxSP: 126

Strength: 17
Magic   : 89
Vitality: 23
Agility : 35
Cunning : 42

Resist: Ice Electricity Body Light Dark
Weak  : Fire

Soul Brand:
Ri-In-Na-Dis (Lv.23)
  Base Magic is 64 or more
  Cunning: -4
  Max SP: +26
  SP Costs: -26%

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) 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))
4) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
5) Storm Lord (Type: Electricity, Passive. Reduces the SP costs of abilities by 20 if you can see any Shocked characters.)
6) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) 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.)


Name : Phoenix
Level: 32
MaxHP: 116
MaxSP: 100

Strength: 45
Magic   : 45
Vitality: 28
Agility : 74
Cunning : 45

Immune: Fire
Resist: Ice Light
Weak  : Dark

Soul Brand:
Mi-Qu-Lim (Lv.23)
  SP Costs: +20%
  Agility: +16
  Strength: +16

Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Burning Scythe (Type: Slash, 20 SP. 100 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
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) 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))
5) 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.)
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Wellspring (Type: None, Passive. If you would gain an experience-based cooldown and do not have a Wellspring cooldown, you instead gain a Wellspring cooldown of the same amount. Cooldown: Wellspring (0))
8) ------------


Name : Stormy Polong
Level: 30
MaxHP: 92
MaxSP: 126

Strength: 12
Magic   : 67
Vitality: 19
Agility : 39
Cunning : 54

Immune: Body Matter
Resist: Ice Electricity Mind Dark
Weak  : Light

Soul Brand:
Ri-In-Na-Dis (Lv.23)
  Base Magic is 64 or more
  Cunning: -4
  Max SP: +26
  SP Costs: -26%

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) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
4) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
5) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
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) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
8) 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.)


Name : Forged Unicorn
Level: 29
MaxHP: 110
MaxSP: 100

Strength: 41
Magic   : 57
Vitality: 40
Agility : 14
Cunning : 24

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

Soul Brand:
Ef-Cl (Lv.20)
  Agility: -14
  SP per Turn: +2.8

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) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
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) Gaudium (Type: Buff, 25 SP. Only affects allies. Increases offense, defense, accuracy, and evasion by 25% and speed by 33%. Cooldown: Miracle (1))
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))



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

 Your civatateo shocks the cynocephalus.
 It's super effective!
 Your civatateo kills the cynocephalus!!
 You begin resting.
 Your power returns to normal.
 Your unicorn's power returns to normal.
 Your civatateo's power returns to normal.
 Your unicorn's power returns to normal.
 Your oni's power returns to normal.
 Your unicorn joins your party!!
 You gesture at yourself. You feel better.
 Rest complete, but you must defeat enemies to
 restore you and your allies' missing Maximum HP.
 You have too many allies and must delete one.
 You have 5 bonus points to spend.
 Your Magic increases by 5!
 You have no bonus points remaining.
 You have too many allies and must delete one.
 Press Enter to sacrifice Ogun and pay 4530 C to
 perform this fusion, or press Escape to cancel.
 Alright then.
 Press Enter to sacrifice Phoenix and pay 4530 C
 to perform this fusion, or press Escape to
 cancel.
 Alright then.
 Press Enter to sacrifice Pele and pay 4530 C to
 perform this fusion, or press Escape to cancel.
 Alright then.
 Press Enter to sacrifice Ogun and pay 4530 C to
 perform this fusion, or press Escape to cancel.
 You sacrifice Ogun!
 Your unicorn undergoes a significant change!
 Your unicorn receives Iron Core!
 Your unicorn receives Iron Will!
 Your unicorn has too many abilities and must
 delete 2.
 Really delete Iron Core? (Y or N)
 You delete Iron Core from your unicorn!
 Your unicorn has too many abilities and must
 delete 1.
 Really delete Iron Will? (Y or N)
 You delete Iron Will from your unicorn!
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.



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

Name : Tlaloc
Level: 25
MaxHP: 105
MaxSP: 100

Strength: 24
Magic   : 62
Vitality: 41
Agility : 23
Cunning : 20

Immune: Ice Electricity Dark
Weak  : Fire Light

Soul Brand:
Qu-Po-Tir (Lv.22)
  SP equal to or less than 50
  Magic: +15
  Agility: +15

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Storm Strike (Type: Electricity, 20 SP. 85 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.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
6) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
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 : Python
Level: 20
MaxHP: 110
MaxSP: 80

Strength: 50
Magic   : 11
Vitality: 50
Agility : 17
Cunning : 29

Resist: Slash Impact Electricity Body
Weak  : Fire Ice Matter

Soul Brand:
Mi-Ex-Lif (Lv.7)
  Base Strength is 24 or more
  Max SP: -20
  Strength: +12

Abilities Known:
1) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
2) 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.))
3) Tangling Veil (Type: Matter, Reactive. 35% chance to inflict Held on adjacent characters that deal damage to you, which reduces accuracy, evasion, and movement speed (can stack three times.))
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) 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))
6) 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))
7) 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.)
8) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)


Name : Archangel
Level: 24
MaxHP: 89
MaxSP: 100

Strength: 40
Magic   : 26
Vitality: 33
Agility : 40
Cunning : 26

Immune: Light
Resist: Fire Body
Weak  : Dark

Abilities Known:
1) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. If the attack hits, grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
2) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
3) Exorcism (Type: Light, 25 SP. Only affects enemies weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (4))
4) 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).)
5) Blinding (Type: Matter, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to inflict Blind, which reduces sight radius to 1 and also reduces accuracy and evasion by 50%.)
6) ------------
7) ------------
8) ------------


Name : Stormy Akateko
Level: 23
MaxHP: 88
MaxSP: 100

Strength: 15
Magic   : 53
Vitality: 43
Agility : 42
Cunning : 22

Immune: Body
Resist: Ice Electricity Dark
Weak  : Light

Soul Brand:
Du-Im-Ab (Lv.10)
  No Healing abilities
  Magic: -2
  Vitality: +17

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 66% of the damage dealt.)
2) 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.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Gluttony (Type: Body, Passive. Provides a 50% increase in healing, SP restoration, and MaxHP bonuses from drains and abilities that heal based on damage dealt or restore SP based on SP drained.)
6) Cold Embrace (Type: Ice, 20 SP. 40 Power attack. Chills the target for an unusually long duration, reducing their accuracy, evasion, and movement speed slightly. Cannot miss.)
7) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Shikigami
Level: 24
MaxHP: 83
MaxSP: 100

Strength: 13
Magic   : 47
Vitality: 19
Agility : 40
Cunning : 46

Immune: Body
Resist: Impact Ice Dark
Weak  : Slash Fire Light Matter

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 85% chance to reduce defense by 20%.)
4) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Banshee
Level: 25
MaxHP: 73
MaxSP: 100

Strength: 13
Magic   : 62
Vitality: 27
Agility : 27
Cunning : 41

Immune: Body Matter
Resist: Slash Impact Pierce Ice
Weak  : Electricity

Abilities Known:
1) Mind Howl (Type: Mind, 30 SP. 55 Power attack, enemies only. Cannot miss.)
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ionic Jinn
Level: 30
MaxHP: 109
MaxSP: 100

Strength: 25
Magic   : 67
Vitality: 31
Agility : 33
Cunning : 39

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

Soul Brand:
Po-Tir (Lv.29)
  SP equal to or less than 50
  Magic: +28

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 a few turns or until damaged. Cannot miss.)
4) Combustive Aura (Type: Fire, Reactive. Each standard turn, has an 8% chance to Ignite enemies, causing damage over a short duration.)
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) Ball Lightning (Type: Electricity, 35 SP. 85 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.)
7) Storm Heart (Type: Electricity, Passive. Reduces the SP cost of Electricity abilities by 5 if you used an Electricity ability last turn.)
8) Absolving Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Light and Dark status effects by 0.5 turns.)


Name : Mananangal
Level: 32
MaxHP: 103
MaxSP: 100

Strength: 16
Magic   : 58
Vitality: 20
Agility : 53
Cunning : 58

Immune: Dark
Resist: Mind
Weak  : Body Light

Soul Brand:
Qu-Po-Tra (Lv.29)
  HP equal to MaxHP
  Magic: +26
  Agility: +26

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 85% chance to reduce offense by 20%.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) 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.)
5) Writhing Aura (Type: Matter, Reactive. Each standard turn, has an 8% chance to apply Held to enemies, which reduces accuracy, evasion, and movement speed (can stack three times.))
6) Envenom Host (Type: Body, 20 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
7) ------------
8) ------------


Name : Ogun
Level: 33
MaxHP: 124
MaxSP: 100

Strength: 55
Magic   : 45
Vitality: 55
Agility : 25
Cunning : 42

Immune: Body
Resist: Slash Impact Pierce Fire Matter
Weak  : Ice Electricity Mind

Soul Brand:
Ri-Po (Lv.27)
  Magic: +12
  SP Costs: -16%

Abilities Known:
1) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Melting Slice (Type: Slash, 15 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) Magma Force (Type: Slash, 25 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
4) 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))
5) Ready Block (Type: Defense, Passive. If your last action was a Melee, Beam, or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
6) Heavy Guard (Type: Impact, Reactive. Responds to attacks by adjacent enemies that you block or parry with a 40 Power attack that has a 35% chance to inflict Stun, causing the target to miss their next turn. Cannot miss.)
7) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)




Edit: Typos corrected.
Last edited by SummerSnowman on Tue Mar 19, 2019 4:44 pm, edited 1 time in total.
SummerSnowman
 
Posts: 45
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby Ferret » Thu Mar 14, 2019 11:16 pm

I usually build my Homunculus as "one way or another" tanks: I load them up with self-healing and let them keep their initial abilities. Draw Wounds is perhaps in theory not ideal on a melee... but demons usually only use DW if healing a much more wounded target than themselves, so a melee will only use it if it is fairly safe or if the situation is dire anyway. So either things hit it (which is fine, since I've loaded it with self-healing), or things hit other allies and it heals them (which is made easier with DW + self-healing.) :D

Relic Wraiths are not intended to be exact copies of their source player: Soul Armor is in fact one of the biggest ways this is true. Relic Wraiths with Soul Armor get bonuses resistances that simulate Soul Armor, but they don't get any Speed adjustments. This was done in part to place an upper limit on how nasty Relic Wraiths could get: I didn't want any nonsense like some of DCSS' ghosts are capable of popping up in Demon. :P (I *still* have not forgiven DCSS for letting a Lightning Bolt-spamming ghost spawn on D:3 when I was in the middle of a streak :P I did still win that game, but it kneecapped my poor Deep Dwarf pretty good. :P )

You definitely had a very fine brand there. :) Cunning: -4 isn't much of a penalty at Level 23, but to be fair, you probably didn't get much of a bonus to the Brand from it either. :D

It's possible I was too generous with the discounts on Copy Ability and/or low cost of Apply Brand. I might do some adjustments for the next test build. :) I've definitely been seeing high amounts of Credits being flung about.

I'll check Valindra/Death March can see what happened there. :)

I've got the Regen vs. Calm/Relief thing on the bug list for the Brand Test, so I'll be checking it out soon. :)

Thanks for the report, and congrats on the win!
User avatar
Ferret
 
Posts: 1785
Joined: Tue Sep 16, 2014 3:18 pm

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 9 guests

cron