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.