The noActive brand was probably level 12 or 22, forgot which.
I thought that flash heal was supposed to only target others, due to the tooltip not having a star on the 0 range arrow. Good to know it's been fixed.
Got another strength win, but with a greater focus on being as tanky as possible instead of a debuff build. Strength builds seem similar in damage, range, and AoE compared to magic builds, but with extra defense as a bonus.
Before getting Gaudium, I had to deal with Madevra, Paracelsus, and Lioth the normal way. Madevra went down to Ignite + Discharge and I luckily had Absolution + heal stones + luck in not getting guilted. Paracelsus died to my Ogre's Melting debuff from Acidic Veil and Pink Whisper taking out his demons from the fight, forcing desummons. Then, I focused him when his party was suitably crippled, allowing me to take the kill and clean up afterwards. Lioth was again the hardest fight during this run, but I managed to kill him by focusing him to get his maxHP down. I had to juggle killing some demons to get them out of the fight and attacking Lioth himself in order to get him to Consume them. With heal wounds, my demons had that extra staying power to continue ticking his health down, until I had to retreat and refresh my resources. I lost plenty of demons in the skirmish, but just enough fighters remained that I could take him down and link with a Culler Banshee to help me out later. Then, I got Gaudium and the run became much easier after that. I should probably use this less, otherwise it might become a crutch.
Still, a good thing to note between the summoner battles I've had is that killing the summoner is much more desirable than picking off the demons one by one. Focusing the summoner is necessary, but the player has to know the strength of their party and use that to determine if they can live with the three enemy demons that the enemy summoner has out. For example, I fought Paracelsus and killed him when he switched to Gi, and not the Aeras who my main fighters were weak to.
Made another strength build with a defensive focus instead of a debuff focus. Smash Planet allowed me to chunk a third of a pack's life pool, while my other demons bursted them down. I used heavy guard instead of Resolute for a while in conjunction with Glacial Shell, but that isn't really a good combo. Counterattack wasn't really noticeable, but Crusader definitely had a noticeable effect. Mobility was always good for gap closing, and Souleater was great for keeping my HP full. Glacial Shell was a reliable block for things that probably should have killed me in the early game, but I have to keep in mind next time that I am extremely vulnerable to Aitvaras and Pariah-applying packs.
I almost leveled up to 35 here. Since I usually get to use Gaudium before killing the relic wraith, and another usage of Gaudium before finishing off half of the demons, I can reasonably say that I get ~20% XP from wraiths. It just so happens I missed two wraiths around floor 19 and another one on floor 17, which probably could have done the job? Actually, maybe not, since XP values in Tier 3 are probably much higher than Tier 2.
Here's a decently statted worm that I didn't really use much. I managed to complete its link by traveling to another floor. Can't really say much about it other than its high magic stat.
I also got a Mighty Shoggoth from a relic wraith that surprisingly had no Second Wind. Still, it served as a decent Veil tank and physical fighter until I got my Power.
I finally managed to secure my Fearsome Mulassa from my Renegade ghost on floor:18. It got upgraded with a fire AoE attack and Ever Ready, which I proceeded to use in floors 19-23. It certainly did better than my Hunter Oni, who didn't get any good modifiers from Artemis (just got Lob Stone and Snipe Shot again
) but probably didn't reach its maximum potential yet.
Now here's a real powerhouse that I used from the beginning of Phoenix's Sanctum all the way to the finish line. Fights would usually start with him rushing into battle and roaring a group of enemies while I ran up to the fight. Then, he would proceed to spear two demons in a line while tanking all the hits for the rest of my party. My healer would then keep it alive, and if it ever got in a risky situation, Healing Factor would activate and regenerate it to full. Once I ran into the midst of the battle, my Smash Planet would do much less damage to the Major Power compared to the enemies, and Souleater would heal it back up. If my other party members got charmed/panicked, I had two calmers ready to clear it. If I didn't have Gaudium and instead had Haste, it probably could have performed just as well. It's an all-around amazing demon, and is now my favorite
Oh, and it also almost managed to kill me. Its heroism buff was too strong, even for Gaudium, but I managed to get far enough away to Peace Offering and then Silver Offering.
Tremane was the hardest fight on tower:23, due to his healing outdamaging my melee Death Worm and melee Mulassa. I used four flame glyphs out of seven to keep his health low, and decided to use a Might Gem to continue the damage. Oh, and I also found 3 silver offerings and 2 gold offerings throughout the run
- Code: Select all
Demon Party Dump File
Version 3/20/2019, Scoring Model: 3/10/2019
Dump file created at: 4/1/2019 8:47:42 PM
Summoner Majesty...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 290048 (presently on cycle 4),
is currently at Tower:23,
and is still alive!
--==== Main Character ====--
Name : Majesty
Level: 34
MaxHP: 153
MaxSP: 100
Strength: 137
Magic : 10
Vitality: 38
Agility : 30
Cunning : 20
Resist: Body
Weak : Dark
Soul Brand:
Mi-Ri-Fr (Lv.31)
Vitality: -12
SP Costs: -28%
Strength: +22
Abilities Known:
1) Gaudium (Type: Buff, 25 SP. Only affects allies. Increases offense, defense, accuracy, and evasion by 25% and speed by 33%. Cooldown: Miracle (1))
2) Smash Planet (Type: Impact, 35 SP. 100 Power attack.)
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) Counterattack (Type: Slash, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 55 Power attack.)
5) Resolute (Type: Healing, Reactive. Reduces the remaining duration of each of your negative status effects by 20% of the current duration when damaged by attacks (excluding reactions). No effect on Shock, Stun, or Harden.)
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) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
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:
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Transpose Soul (Unlocks the Transpose Soul transmutation, which lets you sacrifice a demon to choose and learn one of the bonus abilities from the modifier it would pass if used with Fuse Demons.)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Inventory:
3 Chakra gem
1 Blizzard rune
2 Heal gem
9 Pure stone
3 Peace offering
2 Frost glyph
1 Bolt glyph
3 Flame glyph
2 Night rune
3 Pure gem
7 Chakra stone
2 Heart glyph
2 Gold offering
2 Wind card
1 Calm card
1 Purple essence
1 Silver offering
11 Heal stone
2 Pain glyph
2 Magic map
3 Zephyr card
1 Curse rune
1 Orange essence
1 Meteor rune
Brands:
Mi (Lv.1)
Strength: +5
Co-Res-Rel (Lv.2)
No base SP cost above 5
SP equal to MaxSP
SP Costs: -8
Sh-Lif (Lv.2)
Base Strength is 27 or more
Cunning: +7
Sh-Ab (Lv.12)
No Body abilities
Cunning: +13
Sh-Po (Lv.22)
Magic: +10
Cunning: +10
Po-Mi (Lv.23)
Strength: +11
Magic: +11
Du (Lv.23)
Vitality: +16
Ri-Lif (Lv.25)
Base Strength is 51 or more
SP Costs: -28%
Po (Lv.25)
Magic: +17
Sh (Lv.29)
Cunning: +19
Qu-Mi (Lv.30)
Strength: +13
Agility: +13
Mi-Ri-Fr (Lv.31)
Vitality: -12
SP Costs: -28%
Strength: +22
Current Credits: 10423
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 2 0 2 7* 0
Impact 5* 0 3 6* 0
Pierce 1 0 2 7* 0
Fire 3 1 4 3* 1
Ice 2 0 2 4* 3
Electricity 2 1 0 6* 2
Body 0 2 5* 2 0
Mind 2 0 4 3* 2
Matter 0 0 4 4* 1
Light 0 2 1 5* 1
Dark 0 0 1 4 4*
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Hunter Oni
Level: 30
MaxHP: 120
MaxSP: 100
Strength: 60
Magic : 12
Vitality: 41
Agility : 41
Cunning : 57
Resist: Fire Body Dark Matter
Weak : Electricity Light
Soul Brand:
Sh (Lv.24)
Cunning: +16
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) 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.))
7) 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.)
8) 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.)
Name : Mighty Shoggoth
Level: 30
MaxHP: 146
MaxSP: 100
Strength: 58
Magic : 11
Vitality: 72
Agility : 29
Cunning : 37
Resist: Impact Ice Body
Weak : Fire Mind Matter
Soul Brand:
Du-Cl-Fre (Lv.9)
SP above 50
Agility: -2
Vitality: +14
Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 50% chance to reduce speed by 33%.)
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) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
4) Mighty Roar (Type: Impact, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 50% chance to inflict Stun, causing the targets to miss their next turn. Cooldown: Breath (6))
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) Petra Veil (Type: Matter, Reactive. 10% chance to inflict Harden on adjacent characters that deal damage to you, quickly turning them to Stone.)
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) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
Name : Brewmaster Unicorn
Level: 31
MaxHP: 120
MaxSP: 100
Strength: 29
Magic : 79
Vitality: 38
Agility : 29
Cunning : 42
Immune: Light
Resist: Body Mind
Weak : Dark
Soul Brand:
Po (Lv.25)
Magic: +17
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) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
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 : Maj. Power
Level: 35
MaxHP: 127
MaxSP: 100
Strength: 107
Magic : 14
Vitality: 66
Agility : 35
Cunning : 14
Immune: Light
Resist: Slash Impact Pierce Mind Matter
Weak : Dark
Soul Brand:
Du (Lv.24)
Vitality: +16
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) Mighty Roar (Type: Impact, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 50% chance to inflict Stun, causing the targets to miss their next turn. Cooldown: Breath (6))
6) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
Name : Phoenix
Level: 34
MaxHP: 130
MaxSP: 100
Strength: 30
Magic : 47
Vitality: 41
Agility : 72
Cunning : 47
Immune: Fire
Resist: Ice Light
Weak : Dark
Soul Brand:
Qu-Du (Lv.24)
Vitality: +11
Agility: +11
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) 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))
Name : Fearsome Mulassa
Level: 35
MaxHP: 139
MaxSP: 100
Strength: 27
Magic : 108
Vitality: 49
Agility : 24
Cunning : 23
Resist: Fire Body Mind
Weak : Ice
Soul Brand:
Po (Lv.13)
Magic: +11
Abilities Known:
1) Flame Blast (Type: Fire, 25 SP. 100 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
3) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
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) 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) 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.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
Name : Ogun
Level: 35
MaxHP: 131
MaxSP: 65
Strength: 58
Magic : 35
Vitality: 57
Agility : 26
Cunning : 44
Immune: Body
Resist: Slash Impact Pierce Fire Matter
Weak : Ice Electricity Mind
Soul Brand:
Ef-Ex (Lv.29)
Max SP: -35
SP per Turn: +2.7
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) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement or a movement ability.)
Name : Fearsome Death worm
Level: 32
MaxHP: 110
MaxSP: 100
Strength: 50
Magic : 86
Vitality: 21
Agility : 25
Cunning : 33
Immune: Electricity Body
Resist: Fire Mind Matter
Weak : Ice
Soul Brand:
Mi-Ri-Fr (Lv.31)
Vitality: -12
SP Costs: -28%
Strength: +22
Abilities Known:
1) Chain Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
2) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
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) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) 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.)
6) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Incinerate (Type: Fire, 25 SP. Must target an Ignited enemy. 130 Power attack, but misses if the damage would not be fatal.)
--==== Recent Messages ====--
Your speed returns to normal.
Your evasion returns to normal.
Your accuracy returns to normal.
Your defense returns to normal.
Your power returns to normal.
Your mulassa's speed returns to normal.
Your mulassa's evasion returns to normal.
Your mulassa's accuracy returns to normal.
Your mulassa's defense returns to normal.
Your mulassa's power returns to normal.
Your unicorn's speed returns to normal.
Your unicorn's evasion returns to normal.
Your unicorn's accuracy returns to normal.
Your unicorn's defense returns to normal.
Your unicorn's power returns to normal.
Your power's speed returns to normal.
Your power's evasion returns to normal.
Your power's accuracy returns to normal.
Your power's defense returns to normal.
Your power's power returns to normal.
Rest complete, but you must defeat enemies to
restore your allies' missing Maximum HP.
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.
Your game has been saved.
You may press shift + Q to quit the game and
resume where you left off later.
Save and exit? (Y or N)
Visit demon.ferretdev.org to leave feedback,
learn about upcoming changes, and download new
builds.
Your game has been saved.
You may press shift + Q to quit the game and
resume where you left off later.
Travel halted.
Travel halted.
Travel halted.
There is a shimmering portal to Victory here.
Press 'p', '<', or '>' to change levels.
There is a shimmering portal to Victory here.
Press 'p', '<', or '>' to change levels.
Really win the game and start a new cycle? (Y or
N)
You win!
--==== Recently Slain Allies ====--
Name : Banshee
Level: 30
MaxHP: 85
MaxSP: 100
Strength: 15
Magic : 139
Vitality: 31
Agility : 31
Cunning : 29
Immune: Body Matter
Resist: Slash Impact Pierce Ice
Weak : Electricity
Soul Brand:
Po-Na-Tra (Lv.28)
HP equal to MaxHP
Cunning: -18
Magic: +68
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) Vigor Drain (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
5) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
6) ------------
7) ------------
8) ------------
Name : Scarab
Level: 28
MaxHP: 86
MaxSP: 100
Strength: 12
Magic : 29
Vitality: 52
Agility : 94
Cunning : 14
Immune: Light Dark
Resist: Slash Pierce
Weak : Impact
Soul Brand:
Qu-We (Lv.27)
Strength: -18
Agility: +34
Abilities Known:
1) Gift of Life (Type: Healing, 10 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Then, transfers up to 15 SP to the target. Free action. Cooldown: Cantrip (1))
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
4) 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.)
5) Uncursing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Debuff status effects by 1 turn.)
6) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
7) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
8) ------------
Name : Shikigami
Level: 29
MaxHP: 95
MaxSP: 100
Strength: 15
Magic : 54
Vitality: 22
Agility : 46
Cunning : 53
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 : Ikiryo
Level: 30
MaxHP: 98
MaxSP: 100
Strength: 27
Magic : 71
Vitality: 55
Agility : 27
Cunning : 15
Immune: Ice Body Matter
Resist: Slash Impact Pierce Fire
Weak : Electricity Mind Light Dark
Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
4) 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.)
5) ------------
6) ------------
7) ------------
8) ------------
Name : Anzu
Level: 28
MaxHP: 119
MaxSP: 100
Strength: 33
Magic : 69
Vitality: 46
Agility : 33
Cunning : 26
Resist: Fire Ice Electricity
Weak : Light
Soul Brand:
Po-Res (Lv.13)
SP equal to MaxSP
Magic: +22
Abilities Known:
1) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
2) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
3) Acid Breath (Type: Matter, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Melting, causing damage over time. Cooldown: Breath (5))
4) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead, if this would be to your benefit.)
5) Inhale (Type: Healing, 0 SP. Can be used while Muted. Restores 5 SP and reduces your Breath and Charge cooldowns by 2 turns.)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
8) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement or a movement ability.)
Name : Brucha
Level: 33
MaxHP: 107
MaxSP: 100
Strength: 51
Magic : 16
Vitality: 33
Agility : 85
Cunning : 25
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))
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Name : Igneus Impundulu
Level: 33
MaxHP: 110
MaxSP: 100
Strength: 20
Magic : 79
Vitality: 15
Agility : 46
Cunning : 42
Immune: Fire
Resist: Electricity Dark
Weak : Ice
Soul Brand:
Ri-Fr (Lv.20)
Vitality: -8
SP Costs: -31%
Abilities Known:
1) 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))
2) Static Field (Type: Electricity, Reactive. Responds to damage dealt to you by non-adjacent characters with a 20 Power attack that has a 5% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
3) 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.)
4) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
7) Flame Blast (Type: Fire, 25 SP. 100 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
8) Incinerate (Type: Fire, 25 SP. Must target an Ignited enemy. 130 Power attack, but misses if the damage would not be fatal.)
Name : Wise Shikome
Level: 33
MaxHP: 101
MaxSP: 100
Strength: 10
Magic : 58
Vitality: 27
Agility : 44
Cunning : 64
Immune: Mind Dark
Resist: Ice Body
Weak : Light
Soul Brand:
Ri-We-Tra (Lv.17)
HP equal to MaxHP
Strength: -7
SP Costs: -57%
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) 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))
3) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
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) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)