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Re: RNG is a fickle god

PostPosted: Mon Apr 08, 2019 1:59 am
by SummerSnowman
When I mentioned range, I thought of Arrow Shot and how similar it is to Flame/Shock/Frost Arrow, which was what I meant by range. I do agree that magic builds usually get the bonus damage from weaknesses, but Hex serves well as a substitute for the bonus damage. Healing is a definite plus for Magic, but I place greater priority on more defense for myself instead of being a backup healer like before. Still, AoE differs enough that I am going to place them both separately now :)

I do know that the "stable drop" is a very deadly thing, and it has ended a few runs of mine while heavily damaging my party for a few others. That's why I like to run away right away, unless I have damage superiority or kill x enemy links to complete. Did you know that the demons all split after death, so that there are packs of 1 all around the map, with an exception of a singular pack of three? Very funny to see the first time I did it. :D

Good to know that Haste is actually much stronger that I thought (except with Death Worms and the like). Also good to know that Ignite prevents Regeneration, like Melting, so that I don't make the mistake of thinking my Healing Factor demons can survive another turn. Don't know much about XP, but I do know that skipping the occasional floor or two won't make it impossible to progress, especially since I did finish my first victory with a pathetically leveled party :D

Probably not going to be able to finish this run anytime soon. I'm a bit preoccupied, but I can post this status update to my current run. :)
I did manage to import the save over from the previous build to the newest one.

Image

Here I've run into a pack of Buruburu and Alma while linking with Headless. Luckily, I have three Ogres from Buruburu link who are my go-to early game OOD demons for every run. To get these Ogres, it was best for me to run away from them until I secured Raicho for the damage, and Echeneis helped with Chill while Homunculus was the third member in the party. Raicho was deployed after linking with the Ogre while we were all next to it, since it was too fast to simply walk next to the Ogre without dying. :)

Image

I was fighting Vikhor's pack and almost died to their Discharges. However, I managed to sacrifice many demons and my Gandayah to get far enough away, and they all absorbed enough SP to let the Ogre kill them all. I survived, and got an Aeras after a while.

I used the Aeras to kill Madevra with Discharge as damage and Fade for tanking a few hits without getting guilted. However, when it decided to melee her, the counterattack guilted Aeras and she healed up again. Python was a more effective tank, but it eventually failed. I managed to finish her off though with Venomous from Artemis. Then, I run into a Shoggoth right after killing her and I recruit it for help against Paracelsus, sacrificing an Aspis for it. My party rushed into a crack in Paracelsus' party, surrounded him, and focused him down, killing him and leaving his Ember Burst Nero for my taking. :D

Image

This aspis thought so highly of itself that it asked me for a bronze offering, something that I thought only uniques did. :lol:

Later on in the tower, I run into major trouble with Elokos and then Oozes. The Eloko could charm anything I sent out, so I tried to link with a Shisa to deal with them, and fused it with Headless for the mind resist. It totally didn't work, and charm managed to pierce through the Heroic buff first and then through mind resist as well. So, I resorted to kiting them around with Swiftness and Needle Shot while my Shisa occasionally recovered to Holy Word the packs.

When facing oozes, they barely did anything at first, but I ran into a second pack while chasing a linked Ooze before fully healing myself and my party quickly died. My Shisa was bursted instantly while my Pele couldn't finish off the Oozes quickly enough, so they all healed up from draining her. I thought Miodchaoin could tank for a while but I was wrong. However, I did manage to round the corner and leave by lessening the damage with a link attempt, sending off an Ooze and buying me more time. I finish the rest of the level, and come back with Pele and Carbuncle for hit and run Ember Burst attacks, which successfully kill them off. I almost use a silver offering here...but good thing I didn't, because this situation just happened:

Image

:o Here's an OOD Power pack in Baphomet's Sanctum that looks extremely durable. The Power has a brand that gives it 18 Strength and 18 Agility in return for having 1 Cunning. Combined with Vehemence and the Scarabs' Gift of Life, Protect, and Evade, it is reasonable to assume that it would almost be impossible to kill with my current party. It also does a massive amount of damage to me with +80% damage from strength and Vehemence. I will definitely use the silver offering here, but I am still thinking about which fusion to create. I also have Mind Reader available, so that's nice. :)

Also, what's up with these guardian gems? This is the third time in a row that I've had three. :lol:


Code: Select all
Demon Party Dump File
Version 4/6/2019, Scoring Model: 3/10/2019
Dump file created at: 4/7/2019 5:32:32 PM


Summoner Tyrant...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 464721 (presently on cycle 7),
is currently at Baphomet's Sanctum,
and is still alive!



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

Name : Tyrant
Level: 19
MaxHP: 97
MaxSP: 100

Strength: 70
Magic   : 10
Vitality: 20
Agility : 30
Cunning : 10

Resist: Body
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Needle Shot (Type: Pierce, 15 SP. 70 Power attack.)
3) Might (Type: Buff, 10 SP. Improves offense by 25%.)
4) 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.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
7) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
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).)
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:
1 Might gem
8 Chakra stone
3 Guardian gem
2 Chakra gem
4 Pure gem
3 Zephyr card
2 Pain glyph
14 Heal stone
1 Peace offering
6 Pure stone
1 Purple essence
2 Blizzard rune
1 Heart glyph
2 Red essence
1 Flame glyph
1 Calm card
1 Magic map
1 Ghost chime
2 Night rune
1 Venom rune
1 Silver offering
2 Mirror chime
1 Frost glyph
2 Heal gem
1 Green essence
1 Curse rune
1 Orange essence
1 Bolt glyph

Brands:
Sh-Co (Lv.7)
  SP Costs: -1
  Cunning: +5
Sh-We (Lv.7)
  Strength: -4
  Cunning: +12
Ri-Co-Dis (Lv.8)
  Base Magic is 25 or more
  SP Costs: -2
  SP Costs: -12%
Du-Qu-Lif (Lv.9)
  Base Strength is 18 or more
  Agility: +7
  Vitality: +7
Sh-Fa (Lv.11)
  SP per Turn: -2.0
  Cunning: +14
Mi-Qu (Lv.11)
  Agility: +7
  Strength: +7
Ri-In (Lv.11)
  Max SP: +10
  SP Costs: -10%
Sh-Er (Lv.11)
  No active abilities
  Cunning: +25
Mi (Lv.12)
  Strength: +10
Du-Rel (Lv.17)
  No base SP cost above 0
  Vitality: +32
Sh (Lv.17)
  Cunning: +13
Po-Cl (Lv.19)
  Agility: -8
  Magic: +22

Current Credits: 27447



--==== Party Overview  ====--

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

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



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

Name : Artemis
Level: 15
MaxHP: 75
MaxSP: 100

Strength: 29
Magic   : 12
Vitality: 16
Agility : 39
Cunning : 24

Resist: Body Light Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
2) 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.)
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) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
6) Needle Shot (Type: Pierce, 15 SP. 70 Power attack.)
7) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (3))
8) 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).)


Name : Carbuncle
Level: 17
MaxHP: 65
MaxSP: 125

Strength: 13
Magic   : 15
Vitality: 21
Agility : 42
Cunning : 39

Resist: Mind Light
Weak  : Ice Matter

Soul Brand:
Po-Cl-Em (Lv.6)
  4 or less abilities
  Agility: -2
  Magic: +15

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 85% chance to inflict Infection, which prevents most HP and SP recovery.)
2) Acid Wash (Type: Matter, 15 SP. 85% chance to inflict Melting, causing damage over time.)
3) Burning Vapor (Type: Fire, Passive. Attempts to inflict Melting on non-immune targets also have a 70% chance to briefly inflict Ignite, causing damage over time.)
4) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
7) 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).)
8) Souleater (Type: Dark, Reactive. Responds to a visible character's death by attacking them with a drain that heals you for 10% of their maximum HP.)


Name : Python
Level: 18
MaxHP: 103
MaxSP: 100

Strength: 35
Magic   : 10
Vitality: 47
Agility : 27
Cunning : 27

Resist: Slash Impact Electricity Body
Weak  : Fire Ice Matter

Soul Brand:
Qu-Fa (Lv.7)
  SP per Turn: -2.0
  Agility: +11

Abilities Known:
1) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
2) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
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) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
6) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
7) 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) 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).)


Name : Shoggoth
Level: 23
MaxHP: 106
MaxSP: 100

Strength: 45
Magic   : 12
Vitality: 52
Agility : 33
Cunning : 32

Resist: Impact Ice
Weak  : Fire Mind Matter

Soul Brand:
Du-Qu-Lif (Lv.9)
  Base Strength is 18 or more
  Agility: +7
  Vitality: +7

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) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
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) 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) ------------


Name : Miodchaoin
Level: 18
MaxHP: 94
MaxSP: 100

Strength: 49
Magic   : 26
Vitality: 38
Agility : 16
Cunning : 16

Resist: Body Matter
Weak  : Mind

Soul Brand:
Po (Lv.12)
  Magic: +10

Abilities Known:
1) Smash (Type: Impact, 10 SP. 85 Power attack.)
2) 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))
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) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by attacking them with a drain that heals you for 25% of their maximum HP.)
5) 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).)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
8) 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.))


Name : Turdak
Level: 19
MaxHP: 75
MaxSP: 100

Strength: 41
Magic   : 16
Vitality: 25
Agility : 37
Cunning : 31

Immune: Body Dark
Resist: Pierce Ice
Weak  : Impact Fire Light

Soul Brand:
Mi (Lv.12)
  Strength: +10

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) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
8) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)


Name : Maj. Shisa
Level: 19
MaxHP: 89
MaxSP: 100

Strength: 38
Magic   : 25
Vitality: 32
Agility : 32
Cunning : 13

Resist: Mind Light Dark
Weak  : Fire

Abilities Known:
1) Holy Word (Type: Light, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Cooldown: Breath (4))
2) Focusing Cry (Type: Buff, 15 SP. Briefly improves accuracy by 25% for you and your allies. Cooldown: Presence (3))
3) Cursebreak Cut (Type: Slash, 20 SP. 70 Power attack. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down from you or a nearby ally.)
4) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
5) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
6) Storm Veil (Type: Electricity, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 5% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
7) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
8) 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.)


Name : Pele
Level: 20
MaxHP: 88
MaxSP: 100

Strength: 17
Magic   : 69
Vitality: 26
Agility : 26
Cunning : 20

Immune: Fire
Resist: Electricity
Weak  : Ice

Soul Brand:
Po (Lv.17)
  Magic: +13

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 base 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) ------------



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

 visit its destination once. Are you ready to
 enter? (Y or N)
 There is a warp to Tower:14 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.
 Pick up Po-Cl? (Y or N)
 You pick up Po-Cl.
 You have too many brands and must delete one.
 Really delete Po? (Y or N)
 You delete Po.
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
 Pick up Po? (Y or N)
 You pick up Po.
 You have too many brands and must delete one.
 Really delete Po? (Y or N)
 You delete Po.
 You pick up the large cache.
 Your relic absorbs 871 C.
 You have spotted an enemy!
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
 The scarab gestures at the power.
 The power looks more evasive!
 The scarab gestures at the power.
 Your carbuncle gestures at the scarab.
 The scarab resists.
 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.
 You cannot rest in combat!
 Save and exit? (Y or N)
 Visit demon.ferretdev.org to leave feedback,
 learn about upcoming changes, and download new
 builds.
 Save and exit? (Y or N)
 Visit demon.ferretdev.org to leave feedback,
 learn about upcoming changes, and download new
 builds.



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

Name : Brutal Ilomba
Level: 10
MaxHP: 58
MaxSP: 100

Strength: 25
Magic   : 12
Vitality: 18
Agility : 25
Cunning : 15

Weak  : Light

Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
3) Souleater (Type: Dark, Reactive. Responds to a visible character's death by attacking them with a drain that heals you for 10% of their maximum HP.)
4) Dazzling Gaze (Type: Mind, 10 SP. 70% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (4))
5) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
6) 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).)
7) ------------
8) ------------


Name : Stymphalides
Level: 11
MaxHP: 49
MaxSP: 100

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

Resist: Body Matter
Weak  : Impact Fire Electricity Mind

Abilities Known:
1) Acid Dart (Type: Matter, 15 SP. 55 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
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) 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) ------------
6) ------------
7) ------------
8) ------------


Name : Aeras
Level: 14
MaxHP: 59
MaxSP: 100

Strength: 13
Magic   : 33
Vitality: 13
Agility : 38
Cunning : 28

Immune: Electricity
Resist: Matter
Weak  : Light Dark

Soul Brand:
Qu-Sh-Dis (Lv.4)
  Base Magic is 19 or more
  Cunning: +5
  Agility: +5

Abilities Known:
1) Emit Sparks (Type: Electricity, 15 SP. Targets up to 3 random enemies. 70 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
2) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
3) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
4) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
5) Storm Veil (Type: Electricity, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 5% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
7) ------------
8) ------------


Name : Headless
Level: 13
MaxHP: 96
MaxSP: 125

Strength: 27
Magic   : 8
Vitality: 49
Agility : 15
Cunning : 15

Resist: Ice Body
Weak  : Electricity Light

Soul Brand:
Ef-Du (Lv.3)
  Vitality: +4
  SP per Turn: +0.7

Abilities Known:
1) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
4) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (6))
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
7) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
8) Storm Veil (Type: Electricity, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 5% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)


Name : Drop bear
Level: 18
MaxHP: 98
MaxSP: 100

Strength: 44
Magic   : 10
Vitality: 44
Agility : 21
Cunning : 16

Resist: Electricity
Weak  : Fire

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) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) 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.))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ogre
Level: 15
MaxHP: 77
MaxSP: 100

Strength: 39
Magic   : 14
Vitality: 37
Agility : 16
Cunning : 14

Resist: Body Matter
Weak  : Electricity Mind

Abilities Known:
1) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by attacking them with a drain that heals you for 25% of their maximum HP.)
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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
4) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
5) Souleater (Type: Dark, Reactive. Responds to a visible character's death by attacking them with a drain that heals you for 10% of their maximum HP.)
6) 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.)
7) 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).)
8) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)


Name : Easg saint
Level: 15
MaxHP: 65
MaxSP: 100

Strength: 12
Magic   : 36
Vitality: 14
Agility : 34
Cunning : 24

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 : Akateko
Level: 19
MaxHP: 66
MaxSP: 100

Strength: 16
Magic   : 40
Vitality: 28
Agility : 40
Cunning : 16

Immune: Body
Resist: Dark
Weak  : Light

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) ------------
6) ------------
7) ------------
8) ------------





Re: RNG is a fickle god

PostPosted: Tue Apr 09, 2019 7:09 am
by SummerSnowman
Actually did manage to complete the run, although with pretty much the same exact build, again. Also, Gaudium. :?

The OOD Power pack in Baphomet's Sanctum had two Powers, with one hidden in the dark. I chose to create a Major Power for the extra agility, throwing away the Shisa because I couldn't find room for a Mien build. I gave it the same template as my other powers, although it did run out of SP very quickly. Bloodlust is worth a try next time.

Image

Image

Resolute was a pretty good effect, especially when dealing with debuffs without having a healer in my party. It especially helped me recover quicker when Ninkasi surprised me with a charm. I found a pretty good brand too.

Image

I got surprised with a Ninkasi spawn from Enemy Lure, who charmed me while her demons used Gaudium. I lost my Hunter Gorgon, but my Carbuncle's Haste and my Maj. Power were effective in fighting the demons without dying. Gaudium was still very powerful, since I didn't need it against normal packs of demons but still had the option against Heroes/Heroism and Summoners to quickly burst them down. Also, I managed to secure Medusa before killing Perseus, with Power as a wall in a corridor. :)

Image

As for the new demon fusions I tried, I didn't use the Hunter Gorgon enough to talk about it, but I did use this Radiant Basilisk for the final floor and 4 ghost fights (against Offer, RedeemFist, and two mirror chimes). Its purpose was to blink into the enemies and use Lich Touch indefinitely, for good survivability and damage with extra speed. So, I chose Radiant for the extra survivability instead of Volcanic for damage. The brand along with Ever Ready was essential to this strategy, otherwise it would have focused on using the Matter touches instead. Gluttony and Innocence are good alternatives to these skills if SP reduction is available. It was definitely a good demon to have out during the final floor, jumping into battle alongside my power and staying alive with increased maxHP. However, Eternal Glory was weird once again, only reviving the Basilisk once its maxHP went down to 0, which only happened after it was recalled due to Relic Preservation. I theorize that the reason Bigfoot was resurrected last time was due to Valindra's Lich Touch knocking its maxHP down to 0.

Image

As you can see here, its maxHP went down after getting preserved by Jotunn.

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After getting hit by Ya-te-veo at low maxHP, its maxHP rose back up. :geek:

Ideally, Eternal Glory should trigger when player maxHP reaches 0 for maximum efficiency. But since demons get called back and this wastes turns to resummon it, I think it would be better if EGlory activated on preservation.

Code: Select all
Demon Party Dump File
Version 4/6/2019, Scoring Model: 3/10/2019
Dump file created at: 4/8/2019 11:43:37 PM


Summoner Tyrant...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 524685 (presently on cycle 7),
is currently at Tower:23,
and is still alive!



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

Name : Tyrant
Level: 35
MaxHP: 151
MaxSP: 100

Strength: 168
Magic   : 15
Vitality: 30
Agility : 63
Cunning : 1

Resist: Body
Weak  : Dark

Soul Brand:
Mi-Qu-Na (Lv.19)
  Cunning: -14
  Agility: +18
  Strength: +18

Abilities Known:
1) Log Toss (Type: Impact, 20 SP. 100 Power attack. Cooldown: Luck (6))
2) Vorpal Cleave (Type: Slash, 25 SP. 100 Power attack.)
3) Gaudium (Type: Buff, 40 SP. Only affects allies. Increases offense, defense, accuracy, and evasion by 25% and speed by 33%. Cooldown: Miracle (2))
4) 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.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
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) 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).)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)

Inventory:
2 Might gem
7 Chakra stone
3 Guardian gem
3 Chakra gem
3 Pure gem
4 Zephyr card
2 Pain glyph
10 Heal stone
2 Peace offering
5 Pure stone
3 Blizzard rune
1 Heart glyph
1 Flame glyph
1 Calm card
1 Magic map
2 Night rune
1 Venom rune
3 Frost glyph
3 Heal gem
1 Curse rune
2 Bolt glyph
1 Tempest rune
1 Silver offering
1 Orange essence
1 Meteor rune
1 Gold offering

Brands:
Sh-Fa (Lv.11)
  SP per Turn: -2.0
  Cunning: +14
Mi-Qu (Lv.11)
  Agility: +7
  Strength: +7
Du-Cl (Lv.19)
  Agility: -8
  Vitality: +22
Mi-Qu-Na (Lv.19)
  Cunning: -14
  Agility: +18
  Strength: +18
Sh (Lv.22)
  Cunning: +15
Sh-Er (Lv.22)
  No active abilities
  Cunning: +37
Ri-Ev (Lv.22)
  Base Agility is 46 or more
  SP Costs: -26%
Po-Sh-Cl-Fre-Pl (Lv.28)
  No reactive or aura abilities
  SP above 50
  Agility: -11
  Cunning: +37
  Magic: +37
Ri-Po (Lv.30)
  Magic: +13
  SP Costs: -17%
Co-Sh (Lv.30)
  Cunning: +13
  SP Costs: -2
Du-Im (Lv.31)
  Magic: -20
  Vitality: +38
Ri-Im-Tir (Lv.32)
  SP equal to or less than 50
  Magic: -6
  SP Costs: -49%

Current Credits: 33747



--==== Party Overview  ====--

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

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



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

Name : Shoggoth
Level: 31
MaxHP: 132
MaxSP: 100

Strength: 56
Magic   : 16
Vitality: 63
Agility : 39
Cunning : 40

Resist: Impact Ice
Weak  : Fire Mind Matter

Soul Brand:
Du-Qu-Lif (Lv.9)
  Base Strength is 18 or more
  Agility: +7
  Vitality: +7

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) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
5) 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.)
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
7) 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.))
8) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)


Name : Miodchaoin
Level: 27
MaxHP: 125
MaxSP: 100

Strength: 66
Magic   : 31
Vitality: 51
Agility : 21
Cunning : 21

Resist: Body Matter
Weak  : Mind

Soul Brand:
Po (Lv.12)
  Magic: +10

Abilities Known:
1) Smash (Type: Impact, 10 SP. 85 Power attack.)
2) 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))
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) 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).)
5) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
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) 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) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)


Name : Pele
Level: 31
MaxHP: 124
MaxSP: 100

Strength: 24
Magic   : 89
Vitality: 36
Agility : 36
Cunning : 28

Immune: Fire
Resist: Electricity
Weak  : Ice

Soul Brand:
Po (Lv.17)
  Magic: +13

Abilities Known:
1) 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.)
2) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
3) Vigorous (Type: None, Passive. Increases base SP regeneration by 50%.)
4) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
5) Nullifying Touch (Type: Matter, 15 SP. 85 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
6) Devouring Touch (Type: Matter, 15 SP. 85 Power attack, +45 Power if the target is Melting. Heals the user for 66% of the damage dealt.)
7) 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.)
8) 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: Charge (5))


Name : Maj. Power
Level: 37
MaxHP: 124
MaxSP: 100

Strength: 131
Magic   : 14
Vitality: 52
Agility : 55
Cunning : 1

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

Soul Brand:
Mi-Qu-Na (Lv.19)
  Cunning: -14
  Agility: +18
  Strength: +18

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) 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))
7) Souleater (Type: Dark, Reactive. Responds to a visible character's death by attacking them with a drain that heals you for 10% of their maximum HP.)
8) 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.)


Name : Hunter Gorgon
Level: 32
MaxHP: 136
MaxSP: 100

Strength: 33
Magic   : 33
Vitality: 33
Agility : 50
Cunning : 69

Weak  : Light Dark

Soul Brand:
Sh (Lv.17)
  Cunning: +13

Abilities Known:
1) Petra Gaze (Type: Matter, 20 SP. 70% chance to inflict Harden, which quickly turns the target to Stone. Cooldown: Presence (6))
2) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
3) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Silver Hand (Type: Light, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Mute, which prevents the use of non-physical abilities.)
6) Foul Aura (Type: Body, Reactive. Each standard turn, has an 8% chance to Infect enemies, which prevents most HP and SP recovery.)
7) Poison Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)
8) Vile Alchemy (Type: Body, Passive. When you apply Poison to an already Poisoned target, you always increase the Poison stack level if it is not already at the maximum.)


Name : Brewmaster Unicorn
Level: 31
MaxHP: 120
MaxSP: 125

Strength: 29
Magic   : 62
Vitality: 38
Agility : 29
Cunning : 42

Immune: Light
Resist: Body Mind
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
5) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
6) Soothe Host (Type: Healing, 25 SP. Only affects characters whose HP is more than 50% of their maximum. 105 Power heal.)
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 : Medusa
Level: 32
MaxHP: 142
MaxSP: 100

Strength: 33
Magic   : 41
Vitality: 41
Agility : 56
Cunning : 49

Weak  : Light Dark

Soul Brand:
Qu (Lv.22)
  Agility: +15

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) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (6))
3) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
4) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
5) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
6) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
7) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
8) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)


Name : Bigfoot
Level: 40
MaxHP: 147
MaxSP: 100

Strength: 104
Magic   : 9
Vitality: 59
Agility : 37
Cunning : 36

Resist: Ice Matter
Weak  : Fire

Abilities Known:
1) Grand Slam (Type: Impact, 15 SP. 100 Power attack.)
2) Log Toss (Type: Impact, 20 SP. 100 Power attack. Cooldown: Luck (6))
3) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
4) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
5) 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.)
6) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)


Name : Radiant Basilisk
Level: 34
MaxHP: 111
MaxSP: 100

Strength: 14
Magic   : 66
Vitality: 35
Agility : 55
Cunning : 45

Resist: Fire Electricity Light
Weak  : Ice

Soul Brand:
Ri-Im-Tir (Lv.32)
  SP equal to or less than 50
  Magic: -6
  SP Costs: -49%

Abilities Known:
1) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
2) 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))
3) 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.)
4) 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: Charge (5))
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) Nullifying Touch (Type: Matter, 15 SP. 85 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
8) Devouring Touch (Type: Matter, 15 SP. 85 Power attack, +45 Power if the target is Melting. Heals the user for 66% of the damage dealt.)



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

 The virtue is charmed!
 You swap places with your power.
 Your basilisk misses the virtue.
 Your power concentrates briefly.
 Your power looks more accurate!
 Your power looks more powerful!
 The virtue is still charmed!
 The virtue gestures at your basilisk.
 Your basilisk looks more accurate!
 Your basilisk looks more evasive!
 Using Gaudium...
 Gaudium can only be centered on yourself. Press
 Enter to execute, Escape to cancel.
 Nevermind then.
 Your power charges the virtue.
 Your power hits the virtue.
 It isn't very effective.
 The virtue is stunned!
 Your basilisk touches the virtue.
 Your basilisk touches the virtue.
 The virtue begins to melt!
 Your power impales the virtue.
 It's super effective!
 Your power kills the virtue!!
 Your power siphons the soul of the virtue.
 It isn't very effective.
 You begin resting.
 Your power's power returns to normal.
 Your power's accuracy returns to normal.
 Your basilisk's evasion returns to normal.
 Your basilisk's accuracy 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.
 Pick up Qu-In-Ou? (Y or N)
 Pick up In-Qu? (Y or N)
 Pick up In-Lim? (Y or N)
 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.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Shikigami
Level: 29
MaxHP: 95
MaxSP: 50

Strength: 15
Magic   : 54
Vitality: 22
Agility : 72
Cunning : 79

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

Soul Brand:
Sh-Qu-Ex (Lv.29)
  Max SP: -50
  Agility: +26
  Cunning: +26

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) Foul Aura (Type: Body, Reactive. Each standard turn, has an 8% chance to Infect enemies, which prevents most HP and SP recovery.)
6) Distract (Type: Debuff, 15 SP. 85% chance to reduce accuracy by 20%.)
7) ------------
8) ------------


Name : Jinn
Level: 22
MaxHP: 85
MaxSP: 100

Strength: 25
Magic   : 44
Vitality: 31
Agility : 24
Cunning : 31

Immune: Fire
Resist: Dark Matter
Weak  : Ice Light

Soul Brand:
Po-Fa-Tra (Lv.31)
  HP equal to MaxHP
  SP per Turn: -1.0
  Magic: +48

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) ------------
7) ------------
8) ------------


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

Strength: 29
Magic   : 45
Vitality: 28
Agility : 58
Cunning : 45

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) 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).)


Name : Banshee
Level: 28
MaxHP: 80
MaxSP: 100

Strength: 14
Magic   : 68
Vitality: 29
Agility : 29
Cunning : 45

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 : Yeti
Level: 31
MaxHP: 117
MaxSP: 100

Strength: 60
Magic   : 40
Vitality: 48
Agility : 32
Cunning : 20

Resist: Ice Body Matter
Weak  : Fire Mind

Abilities Known:
1) Icy Smash (Type: Impact, 10 SP. 100 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
2) Ice Breath (Type: Ice, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Chills the targets, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Breath (4))
3) Hurl Boulder (Type: Impact, 15 SP. 100 Power attack. Cooldown: Luck (5))
4) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Demas
Level: 30
MaxHP: 109
MaxSP: 100

Strength: 23
Magic   : 55
Vitality: 47
Agility : 31
Cunning : 39

Immune: Fire
Resist: Electricity Matter
Weak  : Ice

Abilities Known:
1) Flame Orb (Type: Fire, 20 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) Pyrokinesis (Type: Fire, 10 SP. Must target an Ignited character. Only affects enemies. 40 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
4) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 turn.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Fulgur Yuki-onna
Level: 28
MaxHP: 104
MaxSP: 100

Strength: 43
Magic   : 66
Vitality: 24
Agility : 31
Cunning : 40

Immune: Ice Electricity
Weak  : Fire

Soul Brand:
Mi (Lv.29)
  Strength: +19

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 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: Charge (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
7) 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.)
8) ------------


Name : Banshee
Level: 28
MaxHP: 80
MaxSP: 100

Strength: 14
Magic   : 68
Vitality: 29
Agility : 29
Cunning : 45

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 : Fulgur Yuki-onna
Level: 28
MaxHP: 104
MaxSP: 100

Strength: 43
Magic   : 66
Vitality: 24
Agility : 31
Cunning : 40

Immune: Ice Electricity
Weak  : Fire

Soul Brand:
Mi (Lv.29)
  Strength: +19

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 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: Charge (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
7) 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.)
8) ------------




Edit: It would be a pretty interesting relic upgrade if we could create our own brands :D

Re: RNG is a fickle god

PostPosted: Wed Apr 10, 2019 1:08 am
by Ferret
It's true, there are a few (mostly Pierce) ranged physical attacks, but they definitely lack the variety and versatility available to magic. :D

It's intentional that demons from a Relic don't act as a group. :) Two reasons for this: 1) Balance wise, fighting a Relic group without the advantage of them being put to Sleep and/or damaged from the summoner battle, as might happen if you ran away and they found you again as a group, would be a bit much. 2) Lore-wise, the demons only loyalty was to their summoner, not each other. They'll fight you together in the immediate aftermath, but left to their own devices, they'd have no reason to stick together.

XP is designed to be something you don't really have to worry about. :D There are no respawns and each floor contains roughly enough XP for one level; the only variables are if you miss/skip encounters/floors and how many Relic Upgrade/item based bonus encounters you choose to use... but access to those is fairly limited.

Getting early Ogres from Buruburu is amusing secret tech. :D You do usually have to put some effort into it though, so I don't mind that it's a thing.

Aspises (Aspi?) may be wimpy dragons, but they're still dragons. :) Even the least dragon thinks quite highly of itself and will sometimes ask for ridiculous things. :D

Gaudium got nerfed in Test Builds 6 and 7. :P I may nerf it again if I have to. :D We'll see. :P

Eternal Glory's behavior is as intended from what you describe. Given how extremely burdensome it is once on cooldown, I'd be reluctant to switch it to trigger on Preservation rather than Death, especially since there are Relic Upgrades that are meant to reduce the sting of Preservation already.

Relic Upgrades related to Brands will be one of the last things to happen during testing, but it will happen. :) No promises on specifics yet though. :P

Thanks for the reports, and congrats on another win :D

Re: RNG is a fickle god

PostPosted: Thu Apr 11, 2019 11:58 pm
by SummerSnowman
And the cycles finally come to an end through my inability to identify a bad situation. :evil: :x :cry:

Image

Died to Offer's two Wise Shikome and my unwillingness to retreat to the portal. My Unicorn was also charmed, but I noticed too late and I died to my own charm. Even Resolute was not enough to save me. Honestly, so many mistakes happened this run, I'm surprised I didn't die sooner.

Image

Here I've found myself in a terrible situation but I got out of it with many sacrifices, including Headless, and a Wind Card. I also used a Magic Map so that I could know where to run away. However, I encountered Fetches after this. I hate fighting Fetches without Artemis. Their Drain Attack is way too inconvenient for me, so I ran away from them. I also lost too many demons to consider fighting Madevra or Paracelsus (especially my shock darter). I did get Destroyer modifier from this lv10 oursanctum Nokken though, which was actually not that great. The angel did help out though against Mordecai.

Image

Image

This was a decent faerie to have in the early-mid game, with good chances to land the DoTs and survive.

Image

This was not a bad healer to have until I got a Unicorn. Inspire was more effective than Leadership, which seemed quite bad even with Mobility + Swiftness Spin Slash.

An important thing to note is that Vitae activates while resting when at low health, which is detrimental to the player since it triggers a very long cooldown for nothing. Is this a bug? Otherwise, the skill was decent for getting ~25 HP heals and debuff cleansing.

Image
Antoria.

Image
Stone.

Before these events, the Civatateo would not use Ball Lightning on Slenderman because it had no safe way to use it without damaging allies. Slenderman had blinked into the middle of our group. Both the Civatateo and the Unicorn would stay in melee range instead of repositioning. Would it be possible for the passive healers to be able to retreat in their AI if they are being melee'd by an enemy? Anyway, I lose Bigfoot in the fight, which made me much weaker against Antoria. I lose half of my demons trying to continue the fight, and lose my Unicorn fighting Death Worms. I escape into Yaga's Sanctum, and then lose even more demons to Stone and Charm without being able to Panacea the effects. However, I do manage to salvage the run with a Rakshasa and a Destined Yuki-Onna. Sentinel's Cry was pretty good.

Code: Select all
Demon Party Dump File
Version 4/6/2019, Scoring Model: 3/10/2019
Dump file created at: 4/11/2019 4:37:30 PM


Summoner Royal...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 592322 (presently on cycle 8),
is currently at Tower:23,
and is quite dead!



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

Name : Royal
Level: 32
MaxHP: 152
MaxSP: 127

Strength: 110
Magic   : 1
Vitality: 45
Agility : 35
Cunning : 10

Resist: Body
Weak  : Dark

Soul Brand:
Co-In-Im (Lv.23)
  Magic: -16
  Max SP: +27
  SP Costs: -4

Abilities Known:
1) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
2) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
3) Vorpal Cleave (Type: Slash, 25 SP. 100 Power attack.)
4) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
5) 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))
6) 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.)
7) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
8) Vitae (Type: Healing, 40 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (2))

Relic Upgrades:
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)

Inventory:
1 Meteor rune
10 Heal stone
4 Chakra gem
1 Curse rune
2 Wind card
4 Peace offering
2 Ghost chime
1 Venom rune
3 Calm card
2 Pain glyph
2 Pure stone
1 Mirror chime
4 Frost glyph
1 Trouble chime
2 Flame glyph
7 Chakra stone
1 Silver offering
1 Night rune
1 Blizzard rune
2 Heal gem
1 Bolt glyph
1 Tempest rune

Brands:
Po-We (Lv.7)
  Strength: -8
  Magic: +15
Qu-We-Tra-Er (Lv.9)
  No active abilities
  HP equal to MaxHP
  Strength: -5
  Agility: +72
Mi-Im (Lv.10)
  Magic: -9
  Strength: +17
In-Ri-Fa (Lv.15)
  SP per Turn: -3.0
  SP Costs: -20%
  Max SP: +20
Mi (Lv.15)
  Strength: +12
Po-Fa-Pl (Lv.16)
  No reactive or aura abilities
  SP per Turn: -3.0
  Magic: +31
Ri-Fr (Lv.20)
  Vitality: -8
  SP Costs: -31%
Mi-Du-Lim-Tir-Em (Lv.22)
  4 or less abilities
  SP equal to or less than 50
  SP Costs: +30%
  Vitality: +48
  Strength: +48
Co-In-Im (Lv.23)
  Magic: -16
  Max SP: +27
  SP Costs: -4
Sh-Im (Lv.24)
  Magic: -4
  Cunning: +20
Du-Ri-Im (Lv.25)
  Magic: -5
  SP Costs: -20%
  Vitality: +15
Ri (Lv.27)
  SP Costs: -23%

Current Credits: 2762



--==== Party Overview  ====--

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

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



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

Name : Destroyer Angel
Level: 24
MaxHP: 89
MaxSP: 100

Strength: 31
Magic   : 51
Vitality: 26
Agility : 32
Cunning : 35

Immune: Light Matter
Resist: Fire Electricity
Weak  : Dark

Soul Brand:
Mi (Lv.11)
  Strength: +10

Abilities Known:
1) 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.)
2) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
3) Petra Gaze (Type: Matter, 20 SP. 70% chance to inflict Harden, which quickly turns the target to Stone. Cooldown: Presence (6))
4) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
5) 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.))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
8) 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.)


Name : Pele
Level: 29
MaxHP: 116
MaxSP: 100

Strength: 23
Magic   : 73
Vitality: 34
Agility : 34
Cunning : 26

Immune: Fire
Resist: Electricity
Weak  : Ice

Abilities Known:
1) 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.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
4) Vigorous (Type: None, Passive. Increases base SP regeneration by 50%.)
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) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Foul Aura (Type: Body, Reactive. Each standard turn, has an 8% chance to Infect enemies, which prevents most HP and SP recovery.)
8) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))


Name : Brewmaster Unicorn
Level: 30
MaxHP: 116
MaxSP: 125

Strength: 28
Magic   : 60
Vitality: 38
Agility : 28
Cunning : 41

Immune: Light
Resist: Body Mind
Weak  : Dark

Soul Brand:
Ri-Tra (Lv.20)
  HP equal to MaxHP
  SP Costs: -39%

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
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) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
8) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)


Name : Whirling Bigfoot
Level: 40
MaxHP: 144
MaxSP: 100

Strength: 94
Magic   : 8
Vitality: 47
Agility : 57
Cunning : 39

Resist: Ice Matter
Weak  : Fire

Abilities Known:
1) Grand Slam (Type: Impact, 15 SP. 100 Power attack.)
2) Log Toss (Type: Impact, 20 SP. 100 Power attack. Cooldown: Luck (6))
3) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
4) 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.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
8) Sentinel's Cry (Type: Buff, 35 SP. Briefly improves defense and evasion by 25% for you and your allies. Cooldown: Presence (3))


Name : Civatateo
Level: 33
MaxHP: 103
MaxSP: 100

Strength: 21
Magic   : 81
Vitality: 21
Agility : 33
Cunning : 46

Resist: Ice Body Light Dark
Weak  : Fire Electricity

Soul Brand:
Ri-Fr (Lv.20)
  Vitality: -8
  SP Costs: -31%

Abilities Known:
1) 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.)
2) Full Power (Type: Electricity, Passive. Increases your chance to apply Shock by 200% of the original chance when your SP is 100 or higher. (This is checked before casting costs are deducted.))
3) 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.)
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (4))
5) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
6) 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.)
7) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
8) Storm Lord (Type: Electricity, Passive. Reduces the SP costs of abilities by 20 if you can see any Shocked characters.)


Name : Maj. Rakshasa
Level: 30
MaxHP: 133
MaxSP: 100

Strength: 73
Magic   : 31
Vitality: 54
Agility : 41
Cunning : 22

Resist: Fire Mind Dark
Weak  : Ice Light

Soul Brand:
Du-Po (Lv.29)
  Magic: +13
  Vitality: +13

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) 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) 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) Sentinel's Cry (Type: Buff, 35 SP. Briefly improves defense and evasion by 25% for you and your allies. Cooldown: Presence (3))


Name : Furious Shikome
Level: 32
MaxHP: 128
MaxSP: 100

Strength: 16
Magic   : 54
Vitality: 64
Agility : 33
Cunning : 57

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

Soul Brand:
Du-Im (Lv.30)
  Magic: -11
  Vitality: +30

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) Horrible Glare (Type: Mind, 15 SP. Only affects enemies. Four 40% chances to delay the next turn of the targets. Cooldown: Presence (6))
3) 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: Charge (5))
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
6) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
7) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
8) 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))


Name : Fearsome Basilisk
Level: 32
MaxHP: 110
MaxSP: 100

Strength: 11
Magic   : 81
Vitality: 31
Agility : 50
Cunning : 42

Resist: Electricity
Weak  : Ice

Soul Brand:
Du-Ri-Im (Lv.25)
  Magic: -5
  SP Costs: -20%
  Vitality: +15

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) 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))
3) 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.)
4) 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.))
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (4))
7) 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.)
8) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)



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

 You feel more resolved. (x2)
 Your rakshasa mangles the jotunn.
 It isn't very effective.
 Your rakshasa looks healthier.
 Your rakshasa looks refreshed.
 Your unicorn gestures at you. You feel better.
 You are still charmed!
 You miss your basilisk.
 The shikome gestures at your unicorn.
 Your unicorn resists.
 Your basilisk is still charmed!
 Your basilisk withers you.
 It's super effective!
 Your basilisk saps your vigor!
 Your basilisk looks more vigorous.
 You are stunned!
 You feel more resolved.
 The shikome gestures at your rakshasa.
 Your rakshasa resists.
 Your rakshasa is infected! Offer cools down!
 Offer freezes your basilisk.
 It's super effective!
 Offer freezes you.
 Your basilisk will be shivering longer!
 You feel like you will be cold longer!
 You feel more resolved. The jotunn slices you.
 Your relic struggles to keep you alive!
 The jotunn melts you.
 Your relic struggles to keep you alive!
 You are set on fire!
 You feel more resolved. (x2)
 The jotunn shatters you.
 Your relic struggles to keep you alive!
 The jotunn shatters you.
 Your relic struggles to keep you alive!
 You feel more resolved. (x2)
 Your rakshasa claws the jotunn.
 It isn't very effective.
 Your rakshasa looks healthier.
 Your rakshasa's infection prevents the
 refreshment.
 Your relic struggles to keep you alive!
 The shikome gestures at your unicorn.
 Your unicorn is charmed!
 The shikome looks refreshed.
 Your unicorn is still charmed!
 Your basilisk is still charmed!
 Your basilisk withers you.
 It's super effective!
 You die...



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

Name : Impundulu
Level: 26
MaxHP: 93
MaxSP: 127

Strength: 21
Magic   : 57
Vitality: 24
Agility : 38
Cunning : 35

Resist: Electricity Dark
Weak  : Ice

Soul Brand:
Ri-In-Em (Lv.26)
  4 or less abilities
  Max SP: +27
  SP Costs: -27%

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 66% of the damage dealt.)
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) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
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) ------------
6) ------------
7) ------------
8) ------------


Name : Ionic Raiju
Level: 27
MaxHP: 80
MaxSP: 100

Strength: 17
Magic   : 100
Vitality: 1
Agility : 48
Cunning : 36

Immune: Electricity
Resist: Fire
Weak  : Ice Mind

Soul Brand:
Po-Fr-Em (Lv.25)
  7 or less abilities
  Vitality: -17
  Magic: +38

Abilities Known:
1) 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))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
6) Storm Lord (Type: Electricity, Passive. Reduces the SP costs of abilities by 20 if you can see any Shocked characters.)
7) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
8) ------------


Name : Jinn
Level: 30
MaxHP: 107
MaxSP: 100

Strength: 31
Magic   : 55
Vitality: 39
Agility : 31
Cunning : 39

Immune: Fire
Resist: Dark Matter
Weak  : Ice Light

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) 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) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) 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.)
6) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
7) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
8) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)


Name : Headless
Level: 20
MaxHP: 128
MaxSP: 100

Strength: 35
Magic   : 11
Vitality: 67
Agility : 19
Cunning : 20

Resist: Ice Body
Weak  : Electricity Light

Soul Brand:
Ef-Du-Cl-Tir (Lv.3)
  SP equal to or less than 50
  Agility: -1
  Vitality: +8
  SP per Turn: +1.4

Abilities Known:
1) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
2) Arrow Shot (Type: Pierce, 20 SP. 85 Power attack.)
3) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
4) Reprogram (Type: Mind, 30 SP. 40 Power attack. Has a 35% chance to inflict Charm, turning the target against its allies.)
5) Inspire (Type: Buff, 20 SP. Cannot target a character disabled by a status effect. Gives the target an extra turn immediately.)
6) 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))
7) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
8) Haste (Type: Buff, 35 SP. Improves speed by 33%.)


Name : Medusa
Level: 30
MaxHP: 147
MaxSP: 100

Strength: 31
Magic   : 39
Vitality: 54
Agility : 39
Cunning : 47

Weak  : Light Dark

Soul Brand:
Du (Lv.22)
  Vitality: +15

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) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
3) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
4) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
5) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
6) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
7) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
8) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)


Name : Death worm
Level: 31
MaxHP: 107
MaxSP: 100

Strength: 40
Magic   : 52
Vitality: 40
Agility : 28
Cunning : 40

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

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) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
3) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
4) Exterminate (Type: Body, 15 SP. Only affects characters that are Infected, Poisoned, or Paralyzed. 130 Power attack, but misses if the damage would not be fatal.)
5) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
6) ------------
7) ------------
8) ------------


Name : Destined Yuki-onna
Level: 29
MaxHP: 126
MaxSP: 100

Strength: 30
Magic   : 71
Vitality: 43
Agility : 30
Cunning : 42

Immune: Ice
Weak  : Fire

Soul Brand:
Du-Po (Lv.29)
  Magic: +13
  Vitality: +13

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 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: Charge (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Empower (Type: Buff, 25 SP. Improves offense and defense by 25%.)
7) Sentinel's Cry (Type: Buff, 35 SP. Briefly improves defense and evasion by 25% for you and your allies. Cooldown: Presence (3))
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 : Savior Ikiryo
Level: 32
MaxHP: 119
MaxSP: 100

Strength: 23
Magic   : 108
Vitality: 66
Agility : 23
Cunning : 13

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

Soul Brand:
Po-Lim (Lv.29)
  SP Costs: +20%
  Magic: +28

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) Desperate Cry (Type: Healing, 20 SP. Only affects allies whose HP is 50% or less of their maximum. 105 Power heal. Cooldown: Presence (4))
6) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
7) Normalizing Rain (Type: Healing, 10 SP. Removes Ignite, Chill, and Shock. Free action. Cooldown: Cantrip (3))
8) ------------


Name : Anzu
Level: 28
MaxHP: 119
MaxSP: 100

Strength: 33
Magic   : 58
Vitality: 46
Agility : 33
Cunning : 26

Resist: Fire Ice Electricity
Weak  : Light

Soul Brand:
Po (Lv.14)
  Magic: +11

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) 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))
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) 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.))



Re: RNG is a fickle god

PostPosted: Sat Apr 13, 2019 3:02 pm
by Ferret
Two Wise Shikome. :P Someone's being cute with using Wraiths to bend the rules on how many instances of unique modifiers can be running about. :) (Note: This is expected behavior, just don't actually see it in practice much, or at least not in encounters of note.)

Inspire pretty much always gives a full turn's "energy" to the target, assuring it will gain another turn immediately. Leadership is only a fraction of this amount since it's a passive, so you won't always see an immediate turn gain out of it. Leadership is at its best when combined with Slash+Buffs and Rabblerouser as Headless does; on its own, it will not be nearly as good.

Hmm... I'll look into Vitae, but it may end up getting filed under "known bug": the AI for Miracle cooldown managed proved to be a significantly harder problem than I thought it'd be, and I confess it's not that good. Still, never hurts to see if I can fix at least one of the bad cases.

Retreat AI is a tricky one. Take Slenderman as in your example: he has ranged attacks fully capable of hitting characters not adjacent to him. Is retreating a good use of their time? It could be argued either way... and therein lies the problem. :) I've largely avoided retreat AI up to this point because my strong suspicion is people will sometimes disagree whatever way I go on... in such a case the correct move is to do whichever option takes less time, i.e.: leave it the way it is.

There's also the fact that retreat AI being a thing would end up being a melee nerf of at least a minor sort: enemies would do it too, which would lead to them constantly running away from melee demons of your own, or even you. This behavior is almost never fun in any game, so I'm reluctant to add it to Demon.

Notably, I will add that Short Jaunt gets used much like a "retreat" ability. It might be risky to put on a healer since they could well end up blinking out of range, but it might be worth experimenting with.

Thanks for the report :D And congrats on one heck of a run and one crazy score. :D It's been awhile since the last win of that magnitude!

Re: RNG is a fickle god

PostPosted: Sat Apr 13, 2019 3:09 pm
by SummerSnowman
Yeah, I forgot that retreat AI can be really annoying when put on enemies. I mostly wanted Lifesteal Bite to not be used on Slenderman for my retreat suggestion. I recall that it hasn't really been a problem because I can usually swap positions with my healers to get them out of melee. Slenderman simply did too much damage for me to move 5 squares and displace my Unicorn.

I set up Offer there because I knew he would be a deadly threat. I didn't expect him to kill me too. :evil: His weakness is that you have to three turns to burst him down or disable him, before he unsummons his first three demons of questionable quality and summons the Wise Shikome. Oh, and I had the chance for three Wise Shikome through Mirror Chimes :P

Anyway, RNG has been fantastic today! This is my luckiest run yet, with a KAWKAW! AGAIN! :D :twisted: 8-)

Oh, and two OOD Archangels. On the same floor. And a bronze offering. That I found on the first floor. :D :D :D

Image

Image

Tried to link with it but failed because Heroism allowed it to three-shot my Archangel. It also killed my Ogres.

But, the first archangel killed Ludoc, allowing me to get Vikhor.

Image

Image

No need to use peace offering.

Image

Sacrificed Python, Gluttonous Nero, my Ogre, Easg Saint, and a ton of abilities with them. I think it was worth it though... :shock:

Oh and if I die here, I can leave behind an easily accessible ghost for an easy Tier 3 modifier and Tier 3 abilities. :) :|
Being underleveled, recruiting kawkaw might be easier.

"...And for my next trick, I shall leave behind a kawkaw for the Eliminator modifier, granting me the ability to transpose it for Aqua Regia..."
But it'll probably be very hard to kill a relic wraith with both an Archangel and a kawkaw with their 85+ attacks, even if they are only level 10. :geek:

Edit: Thought that was it? Nah, here comes another OOD demon. :lol:

Image

Super easy link too. Didn't get Turdak though, because Lucky Aid. :x

Second edit: It's NOT OVER. :D Here's two more OOD demons, one from a ghost on tower: 10.

Image

Image

And two in Ninkasi's Sanctum. Unfortunately, it's dying from AoE fire. Fortunately, I do have a Silver Offering. :P

Code: Select all
Demon Party Dump File
Version 4/6/2019, Scoring Model: 3/10/2019
Dump file created at: 4/13/2019 8:05:03 AM


Summoner Kingdom...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 4774,
is currently at Anomaly:3,
and is still alive!



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

Name : Kingdom
Level: 9
MaxHP: 66
MaxSP: 100

Strength: 10
Magic   : 35
Vitality: 20
Agility : 15
Cunning : 10

Resist: Body
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. This is a fast action: it only takes half the time most actions do. Cooldown: Charge (8))
5) 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))
6) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
7) Souleater (Type: Dark, Reactive. Responds to a visible character's death by attacking them with a drain that heals you for 10% of their maximum HP.)
8) Auraward (Type: Defense, Passive. If your last action was a Fire, Electricity, or Ice ability, you gain Resist against all three of these types.)

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).)

Inventory:
2 Pure stone
2 Heal gem
7 Heal stone
1 Venom rune
1 Curse rune
1 Guardian gem
1 Heart glyph
1 Calm card
5 Chakra stone
1 Peace offering
1 Flame glyph
1 Frost glyph
1 Night rune
1 Magic map
1 Chakra gem

Brands:
Du (Lv.2)
  Vitality: +5
Sh (Lv.2)
  Cunning: +5
Mi-Ri-Fr-Ou (Lv.2)
  Base Cunning is 11 or more
  Vitality: -1
  SP Costs: -11%
  Strength: +5
Qu-In (Lv.2)
  Max SP: +7
  Agility: +3
Sh (Lv.4)
  Cunning: +6
Po-We-Pl (Lv.6)
  No reactive or aura abilities
  Strength: -2
  Magic: +13
Du-Er (Lv.7)
  No active abilities
  Vitality: +20
Sh-Qu-We-Pl (Lv.7)
  No reactive or aura abilities
  Strength: -8
  Agility: +16
  Cunning: +16

Current Credits: 1327



--==== Party Overview  ====--

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

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



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

Name : Artemis
Level: 9
MaxHP: 55
MaxSP: 125

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

Resist: Body Light Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
2) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
3) Needle Shot (Type: Pierce, 15 SP. 70 Power attack.)
4) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
5) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which prevents most HP and SP recovery.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
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) Tireless (Type: None, Passive. Increases MaxSP by 25.)


Name : Archangel
Level: 21
MaxHP: 80
MaxSP: 100

Strength: 36
Magic   : 24
Vitality: 30
Agility : 36
Cunning : 24

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) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (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) 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 : Fotia
Level: 8
MaxHP: 40
MaxSP: 100

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

Immune: Fire Matter
Weak  : Light Dark

Abilities Known:
1) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) 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))
4) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) 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).)
8) 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.)


Name : Vikhor
Level: 7
MaxHP: 40
MaxSP: 100

Strength: 11
Magic   : 13
Vitality: 12
Agility : 35
Cunning : 25

Resist: Ice Electricity Mind Matter
Weak  : Pierce

Soul Brand:
Qu-Sh-We-Ab (Lv.5)
  No Buff abilities
  Strength: -2
  Cunning: +9
  Agility: +9

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Cleave (Type: Slash, 15 SP. 70 Power attack.)
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) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
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) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)


Name : Kaw kaw
Level: 31
MaxHP: 109
MaxSP: 100

Strength: 42
Magic   : 52
Vitality: 47
Agility : 24
Cunning : 40

Resist: Slash Impact Pierce Light Dark
Weak  : Fire Ice Matter

Soul Brand:
Mi-Ri-Fr (Lv.9)
  Vitality: -5
  SP Costs: -15%
  Strength: +10

Abilities Known:
1) Nullifying Touch (Type: Matter, 15 SP. 85 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) Devouring Touch (Type: Matter, 15 SP. 85 Power attack, +45 Power if the target is Melting. Heals the user for 66% of the damage dealt.)
3) Consume Life (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Heals the user for 50% of the damage dealt. Cooldown: Breath (5))
4) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
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) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) ------------
8) ------------



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

 Copy Tireless to Artemis for 312 C? (Y or N)
 Artemis will have to delete an ability to receive
 a new one. Continue? (Y or N)
 Artemis receives Tireless from your nero!
 Artemis has too many abilities and must delete 1.
 Really delete Intent? (Y or N)
 You delete Intent from Artemis!
 Copy Malleable to your fotia for 360 C? (Y or N)
 Your fotia will have to delete an ability to
 receive a new one. Continue? (Y or N)
 Your fotia receives Malleable from your nero!
 Your fotia has too many abilities and must delete
 1.
 Really delete Fan Flames? (Y or N)
 You delete Fan Flames from your fotia!
 Have your nero copy abilities to other allies? (Y
 or N)
 You sacrifice your nero!
 The kaw kaw joins your party!!
 You begin resting.
 You gesture at yourself. You feel better.
 You gesture at yourself. You feel better.
 You gesture at yourself. You feel better.
 You stop resting (input received.)
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your kaw kaw!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your archangel!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Your current target is invalid!
 You summon your fotia!
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
 You pick up the chakra stone.
 You begin resting.
 Rest complete, but you must defeat enemies to
 restore your missing Maximum HP.
 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 : Friar Rush
Level: 8
MaxHP: 51
MaxSP: 100

Strength: 13
Magic   : 23
Vitality: 24
Agility : 10
Cunning : 21

Resist: Light Dark
Weak  : Ice

Soul Brand:
Po (Lv.4)
  Magic: +6

Abilities Known:
1) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 50% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) Emit Void (Type: Dark, 10 SP. 70 Power attack. Cannot miss. Cooldown: Dark (1))
3) Dark Gift (Type: Healing, 15 SP. Cannot target characters weak to Dark. 60-130 Power heal, based on the target's Dark resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Dark (2))
4) Yellow Whisper (Type: Mind, 25 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (6))
5) Quiet Prayer (Type: None, 0 SP. Reduces Light and Dark cooldowns by 2 turns. 25% chance of an extra, random benefit as well.)
6) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
7) 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).)
8) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))


Name : Ilomba
Level: 6
MaxHP: 39
MaxSP: 100

Strength: 14
Magic   : 12
Vitality: 13
Agility : 21
Cunning : 15

Weak  : Light

Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
3) Souleater (Type: Dark, Reactive. Responds to a visible character's death by attacking them with a drain that heals you for 10% of their maximum HP.)
4) Dazzling Gaze (Type: Mind, 10 SP. 70% chance to inflict Stun, causing the target to miss their next turn. Cooldown: Presence (4))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ogre
Level: 9
MaxHP: 57
MaxSP: 100

Strength: 30
Magic   : 10
Vitality: 28
Agility : 12
Cunning : 10

Resist: Body Matter
Weak  : Electricity Mind

Abilities Known:
1) Heavy Slash (Type: Slash, 10 SP. 85 Power attack.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by attacking them with a drain that heals you for 25% of their maximum HP.)
3) 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).)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
6) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
7) 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) Yellow Whisper (Type: Mind, 25 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (6))


Name : Fotia
Level: 9
MaxHP: 43
MaxSP: 100

Strength: 7
Magic   : 29
Vitality: 7
Agility : 18
Cunning : 29

Immune: Fire Matter
Weak  : Light Dark

Abilities Known:
1) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Fan Flames (Type: Fire, 25 SP. Must target an Ignited character. 55 Power attack. Has a 35% chance to Ignite the target for an unusually long duration. Cannot miss.)
4) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ogre
Level: 10
MaxHP: 60
MaxSP: 100

Strength: 31
Magic   : 11
Vitality: 29
Agility : 13
Cunning : 11

Resist: Body Matter
Weak  : Electricity Mind

Abilities Known:
1) Heavy Slash (Type: Slash, 10 SP. 85 Power attack.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by attacking them with a drain that heals you for 25% of their maximum HP.)
3) 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).)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
6) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
7) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
8) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)


Name : Holy Easg saint
Level: 9
MaxHP: 52
MaxSP: 100

Strength: 7
Magic   : 31
Vitality: 9
Agility : 20
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) Stellar Ray (Type: Light, 30 SP. 55 Power attack, enemies only. 80 Power heal, allies only.)
6) 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.)
7) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)


Name : Python
Level: 10
MaxHP: 72
MaxSP: 113

Strength: 25
Magic   : 7
Vitality: 33
Agility : 11
Cunning : 19

Resist: Slash Impact Electricity Body
Weak  : Fire Ice Matter

Soul Brand:
In (Lv.7)
  Max SP: +13

Abilities Known:
1) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
2) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
3) 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.))
4) 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.))
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) 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) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 50% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
8) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)


Name : Gluttonous Nero
Level: 8
MaxHP: 57
MaxSP: 125

Strength: 19
Magic   : 28
Vitality: 27
Agility : 9
Cunning : 9

Resist: Fire Ice Body Dark
Weak  : Light Matter

Soul Brand:
Mi (Lv.6)
  Strength: +7

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) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)
4) Relieving Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Matter status effects (except Harden) by 0.5 turns.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Drain Touch (Type: Body, 5 SP. Drains the target's SP by 20%, restoring your own SP by 66% of the amount drained.)
7) Energy Siphon (Type: Body, 0 SP. Drains the target's SP by 10%, restoring your own SP by 66% of the amount drained. Cannot miss.)
8) 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.)



Re: RNG is a fickle god

PostPosted: Sat Apr 13, 2019 9:58 pm
by Saler
And I, meanwhile, remember only 3 out of deoth demons I'ce encountered... :(
Archangels aren't too hard to fight as long as you got good front line and support demons, which should be achiveable at this point. Heroic Archangel,s on other hand, are almost always too hard to fight.
After looking throught some of those runs, it seems to me that a major upside of Capacity Up is having more opptions. Thanks to some party managment mistakes in my current run, I have no reliable healing. :roll: I usually don't take Capacity Up because I often feel like I don't have enough credits for the future, so I take upgrades with that in mind. Also, when Instant Dismiss was a thing, I always took it as my first upgrade. :)
This definetly looks like a party that should last for a while. The only real drawback is shortage of healing and, maybe, support. I think there are good demon for that nearby, although nothing comes to mind immediatly.

Re: RNG is a fickle god

PostPosted: Sun Apr 14, 2019 12:29 am
by SummerSnowman
I think that the reason Heroic Archangels are so hard to fight is because of powerful cleave AoE and especially Soothing Cut's increased healing.

Yeah, Capacity Up is really useful having the two extra stable slots for storing abilities or fusions that I want to use. I can also get extra healers/magic damagers/physical tanks/debuffers or more.

Just finished this overpowered run that I could have made even stronger by getting Gaudium from some random Imbued demon. I didn't though, because that would be overkill. The hardest fight in the game was my second Mirror Chime, even when most of their demons were a level behind mine. I couldn't kill the Forged Jotunn and the Rime Witch Unicorn would heal it constantly, so I was willing to use a Curse Rune on my own Jotunn to reduce their effectiveness. From there, I could turn the tide of battle.

I also recorded a bunch of videos of the run, starting from tower 5 after slaughtering Paracelsus. They might not have sound, but they should still serve as a replay for notable moments.

Edit: Here are some links.

Image

I tried to go back to a magic build, trying out Rain of Fire for the first time and finding it enjoyable. But, I decided to stack Vitality so that I didn't die from burst damage. It worked well, with Hunter's Cry being good for low agility party members and Reshape allowing me to escape the second mirror chime fight where I almost died. Sprint helped me flee when I needed it the most.

Image

The first of my OOD demons was turned into a Hunter Archangel debuffer, that saw little action because I didn't really need it once I got the Charun. However, it was pretty powerful in the early floors, as expected. Malleable was a pretty good ability for it.

Image

I fused a Furious Kaw Kaw because I wanted Mind resistance, while eliminating another convenient weakness from it. While not particularly exciting, the second touch skill was actually really powerful with its 130 power attack + 100% lifesteal from Gluttony. Then, the extra Cunning gave it the ability to reliably land Pink Whisper and Melting. Its Mobility allowed it to melee others faster, while Triad Ward gave it some much needed defense. It died twice to relic wraiths, but quickly regained maxHP through XP alone.

Image

It might not be an OOD demon, but it was still very useful throughout the entire game with its healing, its staying power, and its Calm.

Image

My third OOD demon was a simple Charun, who thematically was on this floor in order to hunt that skeleton down. Right? :) Anyway, I made it into a physical attacker with Counterattack and Grand Cleave, and other defensive abilities like Malleable and Block Physical. I also gave it the Mighty Roar + Second Wind combo, though it was probably unnecessary. It died to Death Worms, but I did use those worms to help me on the final floors with their 150 turn link. It was fun running with a 5-man party. :D Are there any plans for increasing the number of demons out at a time? Perhaps a relic upgrade that spawns a Minion-type demon/human that follows you around could be interesting.

Image

This fourth OOD demon was made into a Stormy Mulassa for the nice three elemental resistances it provided. It saw some use throughout the run, and was pretty strong when my melee demons couldn't win decisively. I didn't really see Innocence or Pyre Rite have extremely notable effects, although perhaps it did help. Actually, maybe it let the mirror chime survive for much longer than expected.

Image

My fifth OOD demon was pretty tanky and it helped fighting Cherufes, Ogun, and more. This Forged Jotunn had great damage and constant healing/cleansing from Reshape + Unconquerable and a decent magic stat. I gave it Melting Slice to give it more damage variety. I didn't know that these came in packs of two in Ninkasi's Sanctum like the Powers in Baphomet's Sanctum. That's actually really dangerous.

I probably could have gone for a ghost win...but I wanted to do the cycles again. The videos will be the only reminder of this amazing run. :cry:

Code: Select all
Demon Party Dump File
Version 4/6/2019, Scoring Model: 3/10/2019
Dump file created at: 4/13/2019 4:20:34 PM


Summoner Kingdom...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 79960,
is currently at Tower:23,
and is still alive!



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

Name : Kingdom
Level: 35
MaxHP: 212
MaxSP: 100

Strength: 10
Magic   : 70
Vitality: 110
Agility : 25
Cunning : 26

Resist: Body
Weak  : Dark

Soul Brand:
Ri-Sh-Sur (Lv.28)
  Base Vitality is 55 or more
  Cunning: +16
  SP Costs: -21%

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) 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.)
4) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
5) Sprint (Type: None, 25 SP. Move to the target position instantly. This is a fast action: it only takes half the time most actions do. Cooldown: Charge (10))
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
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) Auraward (Type: Defense, Passive. If your last action was a Fire, Electricity, or Ice ability, you gain Resist against all three of these types.)

Relic Upgrades:
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Capacity Up IV (Grants additional storage capacity for demon allies, allowing for a total of 10 at once.)

Inventory:
5 Pure stone
1 Venom rune
20 Heal stone
2 Heart glyph
1 Calm card
4 Peace offering
8 Chakra stone
1 Flame glyph
2 Heal gem
1 Frost glyph
1 Night rune
5 Magic map
4 Blizzard rune
2 Zephyr card
1 Red essence
1 Pure gem
2 Pain glyph
1 Meteor rune

Brands:
Mi-Ri-Fr-Ou (Lv.2)
  Base Cunning is 11 or more
  Vitality: -1
  SP Costs: -11%
  Strength: +5
Sh-Qu-We-Pl (Lv.7)
  No reactive or aura abilities
  Strength: -8
  Agility: +16
  Cunning: +16
Mi-Ri-Fr (Lv.9)
  Vitality: -5
  SP Costs: -15%
  Strength: +10
Co-Mi-Fr (Lv.12)
  Vitality: -6
  Strength: +11
  SP Costs: -2
Ri-Po-We-Tra-Rel (Lv.20)
  No base SP cost above 20
  HP equal to MaxHP
  Strength: -14
  Magic: +44
  SP Costs: -62%
Po-Fa-Fl (Lv.20)
  Last Used: Healing
  SP per Turn: -3.0
  Magic: +36
Po (Lv.22)
  Magic: +15
Mi-Na (Lv.25)
  Cunning: -10
  Strength: +27
Mi-Fr-Er (Lv.25)
  No active abilities
  Vitality: -17
  Strength: +80
Ri (Lv.25)
  SP Costs: -22%
Ri-Sh-Sur (Lv.28)
  Base Vitality is 55 or more
  Cunning: +16
  SP Costs: -21%
Sh-Cl (Lv.31)
  Agility: -20
  Cunning: +38

Current Credits: 13939



--==== Party Overview  ====--

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

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



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

Name : Hunter Archangel
Level: 33
MaxHP: 121
MaxSP: 100

Strength: 47
Magic   : 27
Vitality: 34
Agility : 58
Cunning : 44

Immune: Light
Resist: Fire Body
Weak  : Dark

Abilities Known:
1) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
2) 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).)
3) 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%.)
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) 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.)
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 : Furious Kaw kaw
Level: 40
MaxHP: 133
MaxSP: 100

Strength: 42
Magic   : 62
Vitality: 56
Agility : 23
Cunning : 67

Resist: Slash Impact Pierce Mind Light Dark Matter
Weak  : Fire Ice

Soul Brand:
Mi-Ri-Fr (Lv.9)
  Vitality: -5
  SP Costs: -15%
  Strength: +10

Abilities Known:
1) Nullifying Touch (Type: Matter, 15 SP. 85 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) Devouring Touch (Type: Matter, 15 SP. 85 Power attack, +45 Power if the target is Melting. Heals the user for 66% of the damage dealt.)
3) 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.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) 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))
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) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
8) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))


Name : Brewmaster Nero
Level: 24
MaxHP: 114
MaxSP: 125

Strength: 21
Magic   : 51
Vitality: 53
Agility : 31
Cunning : 24

Resist: Fire Ice Body Mind
Weak  : Light Dark Matter

Soul Brand:
Qu-Du-Na (Lv.9)
  Cunning: -5
  Vitality: +10
  Agility: +10

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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
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) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)


Name : Charun
Level: 37
MaxHP: 138
MaxSP: 100

Strength: 101
Magic   : 37
Vitality: 46
Agility : 36
Cunning : 26

Resist: Dark
Weak  : Electricity Light

Soul Brand:
Sh-Mi-Fa (Lv.12)
  SP per Turn: -1.0
  Strength: +8
  Cunning: +8

Abilities Known:
1) Grand Slam (Type: Impact, 15 SP. 100 Power attack.)
2) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
3) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
4) 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.)
5) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
6) 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))
7) 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))
8) 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.)


Name : Stormy Mulassa
Level: 35
MaxHP: 121
MaxSP: 100

Strength: 32
Magic   : 74
Vitality: 65
Agility : 30
Cunning : 30

Resist: Fire Ice Electricity Body Mind

Soul Brand:
Du-Im (Lv.13)
  Magic: -3
  Vitality: +14

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) 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.))
3) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
4) Pyre Rite (Type: Fire, 10 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for allies.)
5) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
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) 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.)
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 : Pele
Level: 31
MaxHP: 124
MaxSP: 100

Strength: 24
Magic   : 76
Vitality: 36
Agility : 36
Cunning : 28

Immune: Fire
Resist: Electricity
Weak  : Ice

Soul Brand:
Du-Po-Tir (Lv.18)
  SP equal to or less than 50
  Magic: +13
  Vitality: +13

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) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
4) Vigorous (Type: None, Passive. Increases base SP regeneration by 50%.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (4))
7) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


Name : Forged Jotunn
Level: 40
MaxHP: 139
MaxSP: 100

Strength: 103
Magic   : 48
Vitality: 68
Agility : 24
Cunning : 16

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

Soul Brand:
Mi (Lv.19)
  Strength: +14

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Also Chills the target, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Charge (3))
2) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
3) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)
4) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
5) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (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) Unconquerable (Type: Defense, Reactive. Responds to damage dealt to you by enemies by reducing your Endure cooldown by 1 turn.)
8) 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.)


Name : Rime Witch Unicorn
Level: 31
MaxHP: 111
MaxSP: 125

Strength: 29
Magic   : 65
Vitality: 32
Agility : 29
Cunning : 55

Immune: Light
Resist: Ice Mind Dark
Weak  : Body

Soul Brand:
Sh-Ri (Lv.21)
  SP Costs: -14%
  Cunning: +10

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) 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) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Couril
Level: 33
MaxHP: 106
MaxSP: 126

Strength: 16
Magic   : 42
Vitality: 16
Agility : 68
Cunning : 68

Immune: Mind
Resist: Body
Weak  : Light Dark Matter

Soul Brand:
In (Lv.33)
  Max SP: +26

Abilities Known:
1) Energy Steal (Type: Body, 10 SP. Drains the target's SP by 20%, restoring your own SP by 66% of the amount drained. Cannot miss.)
2) Wild Dance (Type: Body, 25 SP. Only affects enemies. Reduces targets' SP by 25%. This is considered a movement ability. Cooldown: Breath (6))
3) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
4) Somnia Wave (Type: Mind, 30 SP. Only affects characters with 25 or less SP. Inflicts Sleep, preventing the targets from acting for a few turns or until damaged.)
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) 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.)
7) ------------
8) ------------



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

 It isn't very effective.
 Your mulassa launches a flame blast at the death
 worm. Your mulassa burns the death worm.
 It isn't very effective.
 The death worm is set on fire!
 Your kaw kaw touches the death worm.
 It isn't very effective.
 Your kaw kaw kills the death worm!!
 Your kaw kaw looks refreshed.
 Your nero gestures at your kaw kaw.
 Your kaw kaw begins to regenerate!
 You begin resting.
 You gesture at your kaw kaw.
 Your kaw kaw looks healthier.
 Your nero gestures at your mulassa.
 Your mulassa begins to regenerate!
 You gesture at your mulassa.
 Your mulassa looks healthier.
 Your accuracy returns to normal.
 Your power returns to normal.
 Your kaw kaw's accuracy returns to normal.
 Your kaw kaw's power returns to normal.
 Your nero's accuracy returns to normal.
 Your nero's power returns to normal.
 Your mulassa's accuracy returns to normal.
 Your mulassa's power returns to normal.
 Your kaw kaw is no longer regenerating.
 Your mulassa is no longer regenerating.
 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.
 Using Hunter's Cry...
 Hunter's Cry can only be centered on yourself.
 Press Enter to execute, Escape to cancel.
 Nevermind then.
 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.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Unicorn
Level: 24
MaxHP: 97
MaxSP: 100

Strength: 30
Magic   : 47
Vitality: 33
Agility : 29
Cunning : 26

Immune: Light
Weak  : Body Dark

Soul Brand:
Ef-Tra-Sur (Lv.10)
  Base Vitality is 19 or more
  HP equal to MaxHP
  SP per Turn: +2.9

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) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) ------------


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

Strength: 52
Magic   : 32
Vitality: 52
Agility : 46
Cunning : 40

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

Soul Brand:
Qu-Ou (Lv.29)
  Base Cunning is 38 or more
  Agility: +22

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 : Leib-olmai
Level: 30
MaxHP: 107
MaxSP: 100

Strength: 68
Magic   : 37
Vitality: 45
Agility : 30
Cunning : 15

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) ------------
7) ------------
8) ------------


Name : Polong
Level: 29
MaxHP: 89
MaxSP: 100

Strength: 15
Magic   : 54
Vitality: 22
Agility : 38
Cunning : 61

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

Abilities Known:
1) Major Pain (Type: Mind, 25 SP. 55 Power attack. Has two 70% chances to delay the next turn of the target. Cannot miss.)
2) Wither (Type: Debuff, 30 SP. 85% chance to reduce offense and accuracy by 20%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Polong
Level: 32
MaxHP: 98
MaxSP: 100

Strength: 16
Magic   : 41
Vitality: 24
Agility : 63
Cunning : 66

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

Soul Brand:
Ri-Qu-Im (Lv.26)
  Magic: -17
  Agility: +22
  SP Costs: -29%

Abilities Known:
1) Major Pain (Type: Mind, 25 SP. 55 Power attack. Has two 70% chances to delay the next turn of the target. Cannot miss.)
2) Wither (Type: Debuff, 30 SP. 85% chance to reduce offense and accuracy by 20%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Accursed Aura (Type: Dark, Reactive. Each standard turn, has an 8% chance to apply Pariah to enemies, causing each of them to damage their allies when they take damage (excluding reactions).)
6) ------------
7) ------------
8) ------------


Name : Nuppeppo
Level: 31
MaxHP: 156
MaxSP: 65

Strength: 28
Magic   : 28
Vitality: 116
Agility : 16
Cunning : 40

Resist: Impact Ice Body
Weak  : Fire Matter

Soul Brand:
Du-Ex (Lv.28)
  Max SP: -35
  Vitality: +28

Abilities Known:
1) Fetid Burst (Type: Body, 15 SP. Two 60% chances to delay the next turn of the targets.)
2) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
3) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
4) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
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 : Death worm
Level: 31
MaxHP: 107
MaxSP: 100

Strength: 40
Magic   : 52
Vitality: 40
Agility : 28
Cunning : 40

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

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) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
3) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
4) Exterminate (Type: Body, 15 SP. Only affects characters that are Infected, Poisoned, or Paralyzed. 130 Power attack, but misses if the damage would not be fatal.)
5) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
6) ------------
7) ------------
8) ------------


Name : Vorpal Ya-te-veo
Level: 33
MaxHP: 131
MaxSP: 100

Strength: 76
Magic   : 13
Vitality: 49
Agility : 35
Cunning : 37

Immune: Mind
Resist: Slash Impact Pierce
Weak  : Ice Body

Abilities Known:
1) Snatch (Type: Matter, 30 SP. Can be used while Muted. Must target a character. Pull the target to you with a 85 Power attack. Inflicts Held, which reduces accuracy, evasion, and movement speed. Cooldown: Charge (8))
2) Razor Whip (Type: Slash, 10 SP. 70 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
3) Razor Lashes (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
4) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
5) 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.))
6) 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.)
7) Massacre (Type: Slash, 25 SP. 130 Power attack, if the damage would be fatal. Otherwise, 70 Power attack.)
8) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)


Name : Baba Yaga
Level: 32
MaxHP: 114
MaxSP: 126

Strength: 16
Magic   : 68
Vitality: 35
Agility : 19
Cunning : 67

Immune: Mind Dark
Resist: Ice Light
Weak  : Fire

Soul Brand:
In (Lv.33)
  Max SP: +26

Abilities Known:
1) Vigor Steal (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Energy Siphon (Type: Body, 0 SP. Drains the target's SP by 10%, restoring your own SP by 66% of the amount drained. Cannot miss.)
3) 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.)
4) 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))
5) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 50% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
6) 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.)
7) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
8) 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.))



Re: RNG is a fickle god

PostPosted: Tue Apr 16, 2019 12:41 pm
by Ferret
:P Two OODs in the same Sanctum is very, very rare these days. For it to happen multiple times in a run, the RNG was definitely in a good(?) mood. :D

Good job on managing to negotiate with a Kaw Kaw that early on. It's definitely expensive, but it's hard to imagine it won't be worth it: they're massively powerful compared to almost anything else you'll fight for most of the game. :)

It's worth remembering in a pinch that you can use healing items (or healing abilities you yourself know) on enemies. :) Sometimes this is the only way to keep them alive / status cleansed long enough to recruit. :D

Videos! :D I love videos! It may be a bit before I can watch them though: April's gotten pretty hectic over here, but I will get to them when I can. :)

Charun's presence in Turdak's Sanctum is a bit ambiguous... mostly both demons themselves are. :) Each have self-conflicting stories about exactly what their roles are: Charun is either an escort for the recently dead, or a demon who preys upon those near death. Turdak is known for both bringing and banishing disease. Beyond that though, both are involved with the afterlife, which is the main reason they work together. :)

The limit on primary summoned demons will probably never go above 4, but there are already ways to fiddle with this somewhat. The Call Demon Relic Upgrade lets you summon any demon you've recruited before by name: if you keep in mind which ones have "help me"-style capture conditions, a 5th ally is never more than a pile of credits away. :D

Pyre Rite tends to be very, very good. I would concur with your opinion it was probably responsible for any high survivability you found in the Mirror Chime. :D

Congrats on the win, and thank you for the report and videos. :D I hope I get a chance to watch them soon!

Re: RNG is a fickle god

PostPosted: Fri Apr 19, 2019 11:49 pm
by SummerSnowman
That's right! Call Demon can indeed be used that way, and that is very interesting. An extra Yuki-Onna, Charun, or even a quick heroism buff in important fights would make a big difference. I probably could forgo Capacity Up III like I did in this run.

Anyway, won using another strength build for most of the game (Vorpal Cleave, Mobility, Swiftness, Reshape, Unconquerable) but decided to go for some dirty needles, pumped cunning, and changed it up at the last minute to Obsession as a test. Well, that and I didn’t want to transpose Medusa to get it earlier.

Image

I had a Crippler/Sudden Dark/Blinding Build, swapped for Obsession because I wanted to try it out. Turned out to be very good for ghost parties, allowing me to finish their demons off one by one using charm then focus fire. Also disabled wraith summons by charming the ghost. Had to run away though against my mirror chimes, because the power was always out first and was extremely tanky with the two unicorn healers. Got Gaudium on floor 17 with a transposed Scarab because I felt my party wasn’t good enough to take on 3 mirror chimes and 3 ghost chimes. Yes, it’s still extremely strong because you usually don’t need more than one cast to take on the big heroes, summoners, or relic wraiths. Even then, you usually get it back fast enough to fight the next big challenge anyway, with the skill being back immediately after a relic wraith/summoner pack, two normal packs, or a hero + a normal pack.

Image


Here are my midgame demons, along with a terrible Stormy Vishap that just died and didn't do much damage.
Code: Select all
Demon Party Dump File
Version 4/6/2019, Scoring Model: 3/10/2019
Dump file created at: 4/18/2019 9:23:59 PM


Summoner Monarchy...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 99465 (presently on cycle 2),
is currently at Baphomet's Sanctum,
and is still alive!



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

Name : Monarchy
Level: 19
MaxHP: 104
MaxSP: 100

Strength: 50
Magic   : 10
Vitality: 30
Agility : 20
Cunning : 30

Resist: Body
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Blackout (Type: Impact, 10 SP. 70 Power attack. Has a 35% chance to inflict Blind, which reduces sight radius to 1 and also reduces accuracy and evasion by 50%.)
3) Might (Type: Buff, 10 SP. Improves offense by 25%.)
4) 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.)
5) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) Souleater (Type: Dark, Reactive. Responds to a visible character's death by attacking them with a drain that heals you for 10% of their maximum HP.)
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 (2))
8) Unconquerable (Type: Defense, Reactive. Responds to damage dealt to you by enemies by reducing your Endure cooldown by 1 turn.)

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).)
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:
2 Might gem
1 Blizzard rune
7 Pure stone
1 Zephyr card
7 Heal stone
2 Night rune
1 Heart glyph
4 Bolt glyph
1 Meteor rune
2 Mirror chime
2 Heal gem
3 Chakra stone
3 Ghost chime
1 Silver offering
1 Frost glyph
4 Flame glyph
2 Pure gem
2 Curse rune
1 Pain glyph
3 Guardian gem
2 Peace offering
1 Orange essence
1 Calm card
1 Green essence
1 Chakra gem

Brands:
Du (Lv.3)
  Vitality: +6
Mi-Sh-Im (Lv.4)
  Magic: -6
  Cunning: +7
  Strength: +7
Qu-Ri-Fr-Tir (Lv.6)
  SP equal to or less than 50
  Vitality: -2
  SP Costs: -17%
  Agility: +9
Ri-Na (Lv.6)
  Cunning: -7
  SP Costs: -23%
Qu-Na (Lv.8)
  Cunning: -8
  Agility: +15
Sh (Lv.10)
  Cunning: +9
Du-Qu (Lv.14)
  Agility: +7
  Vitality: +7
Mi-Im (Lv.15)
  Magic: -7
  Strength: +19
Po-Dis (Lv.16)
  Base Magic is 50 or more
  Magic: +16
Sh-Qu-Lim-Lif (Lv.16)
  Base Strength is 62 or more
  SP Costs: +10%
  Agility: +15
  Cunning: +15
Po (Lv.16)
  Magic: +12
Mi (Lv.17)
  Strength: +13

Current Credits: 7438



--==== Party Overview  ====--

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

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



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

Name : Nero
Level: 16
MaxHP: 81
MaxSP: 125

Strength: 20
Magic   : 35
Vitality: 35
Agility : 20
Cunning : 8

Resist: Fire Ice
Weak  : Body Light Dark Matter

Soul Brand:
Ri-Na (Lv.6)
  Cunning: -7
  SP Costs: -23%

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) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)
4) Relieving Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Matter status effects (except Harden) by 0.5 turns.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
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) ------------


Name : Python
Level: 17
MaxHP: 103
MaxSP: 100

Strength: 34
Magic   : 10
Vitality: 50
Agility : 15
Cunning : 31

Resist: Slash Impact Electricity Body
Weak  : Fire Ice Matter

Soul Brand:
Du-Sh (Lv.8)
  Cunning: +5
  Vitality: +5

Abilities Known:
1) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
2) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
3) 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.))
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) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
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) 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) 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 : Polar Eloko
Level: 19
MaxHP: 85
MaxSP: 100

Strength: 27
Magic   : 32
Vitality: 33
Agility : 21
Cunning : 27

Immune: Ice
Resist: Electricity Body Mind
Weak  : Fire

Soul Brand:
Sh-Lim-Tir (Lv.14)
  SP equal to or less than 50
  SP Costs: +10%
  Cunning: +20

Abilities Known:
1) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
2) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
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) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
5) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (6))
6) Souleater (Type: Dark, Reactive. Responds to a visible character's death by attacking them with a drain that heals you for 10% of their maximum HP.)
7) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)


Name : Destroyer Bmola
Level: 19
MaxHP: 87
MaxSP: 100

Strength: 18
Magic   : 43
Vitality: 30
Agility : 34
Cunning : 29

Immune: Ice Matter
Weak  : Electricity

Soul Brand:
Du-Qu (Lv.14)
  Agility: +7
  Vitality: +7

Abilities Known:
1) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
2) Acid Arrow (Type: Matter, 20 SP. 70 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
3) Dizzying Vapor (Type: Mind, Passive. Attempts to inflict Melting on non-immune targets also have a 35% chance to briefly inflict Panic, causing the target's actions to sometimes be randomized.)
4) Guarding Cry (Type: Buff, 15 SP. Briefly improves defense by 25% for you and your allies. Cooldown: Presence (3))
5) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
6) 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.)
7) 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).)
8) 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.)


Name : Hunter Oni
Level: 20
MaxHP: 89
MaxSP: 100

Strength: 64
Magic   : 2
Vitality: 31
Agility : 30
Cunning : 30

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Soul Brand:
Mi-Im (Lv.15)
  Magic: -7
  Strength: +19

Abilities Known:
1) 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).)
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) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
6) Vehemence (Type: Buff, 15 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (3))
7) 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.)
8) Poison Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)


Name : Pele
Level: 21
MaxHP: 92
MaxSP: 100

Strength: 18
Magic   : 73
Vitality: 27
Agility : 27
Cunning : 21

Immune: Fire
Resist: Electricity
Weak  : Ice

Soul Brand:
Po-Dis (Lv.16)
  Base Magic is 50 or more
  Magic: +16

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 base 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) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)


Name : Lethal Shoggoth
Level: 19
MaxHP: 95
MaxSP: 100

Strength: 61
Magic   : 9
Vitality: 32
Agility : 23
Cunning : 28

Resist: Impact Ice
Weak  : Fire Mind Matter

Soul Brand:
Mi (Lv.17)
  Strength: +13

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) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
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) Poison Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)
7) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
8) ------------


Name : Ruler
Level: 24
MaxHP: 90
MaxSP: 144

Strength: 23
Magic   : 50
Vitality: 36
Agility : 23
Cunning : 33

Immune: Light
Resist: Electricity Mind
Weak  : Dark

Soul Brand:
In (Lv.19)
  Max SP: +19

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
3) Might (Type: Buff, 10 SP. Improves offense by 25%.)
4) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Zealous Aura (Type: Light, Reactive. Each standard turn, has an 8% chance to apply Guilt to enemies, healing those who damage them (excluding reactions).)
7) ------------
8) ------------



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

 Your jinn hits the jinn.
 Your jinn kills the jinn!!
 Your jinn seems pleased.
 Pele reaches Level 21!
 Your shoggoth reaches Level 19!
 You siphon the soul of the jinn.
 It isn't very effective.
 You feel better.
 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.
 Using Heal Wounds...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You gesture at yourself. You feel better.
 Using Might...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You gesture at your jinn.
 Your jinn looks more powerful!
 Using Might...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You gesture at yourself.
 You feel more powerful!
 The scarab gestures at the power.
 You have spotted an enemy!
 The scarab gestures at the power.
 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)
 Alright then.
 Using Copy Ability...
 Nevermind then.
 Save and exit? (Y or N)
 Visit demon.ferretdev.org to leave feedback,
 learn about upcoming changes, and download new
 builds.
 Using night rune...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Nevermind then.



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

Name : Ala
Level: 15
MaxHP: 70
MaxSP: 100

Strength: 9
Magic   : 30
Vitality: 32
Agility : 9
Cunning : 40

Immune: Electricity
Resist: Body Dark
Weak  : Fire Light

Abilities Known:
1) Consume Life (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Heals the user for 50% of the damage dealt. Cooldown: Breath (5))
2) Stormwalk (Type: Electricity, 0 SP. Must target a Shocked character. Warps you adjacent to the target, and restores 20 of your SP. Free action. Cooldown: Charge (1))
3) Discharge (Type: Electricity, 10 SP. Targets a random enemy. 70 Power attack. Has a 20% chance to inflict Shock, causing the target to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
4) Full Power (Type: Electricity, Passive. Increases your chance to apply Shock by 200% of the original chance when your SP is 100 or higher. (This is checked before casting costs are deducted.))
5) Guarding Cry (Type: Buff, 15 SP. Briefly improves defense by 25% for you and your allies. Cooldown: Presence (3))
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
7) 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.)
8) ------------


Name : Shisa
Level: 16
MaxHP: 72
MaxSP: 100

Strength: 35
Magic   : 28
Vitality: 27
Agility : 20
Cunning : 15

Resist: Light Dark
Weak  : Fire

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) Holy Word (Type: Light, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Cooldown: Breath (4))
3) Focusing Cry (Type: Buff, 15 SP. Briefly improves accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Cursebreak Cut (Type: Slash, 20 SP. 70 Power attack. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down from you or a nearby ally.)
5) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
6) ------------
7) ------------
8) ------------


Name : Ogre
Level: 14
MaxHP: 74
MaxSP: 100

Strength: 38
Magic   : 13
Vitality: 35
Agility : 16
Cunning : 13

Resist: Body Matter
Weak  : Electricity Mind

Abilities Known:
1) Heavy Slash (Type: Slash, 10 SP. 85 Power attack.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by attacking them with a drain that heals you for 25% of their maximum HP.)
3) 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).)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) 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))
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) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (6))
8) Souleater (Type: Dark, Reactive. Responds to a visible character's death by attacking them with a drain that heals you for 10% of their maximum HP.)


Name : Artemis
Level: 14
MaxHP: 72
MaxSP: 100

Strength: 28
Magic   : 11
Vitality: 16
Agility : 37
Cunning : 23

Resist: Body Light Dark
Weak  : Slash Impact Pierce

Abilities Known:
1) Arc Needle (Type: Pierce, 15 SP. 70 Power attack. Half normal accuracy.)
2) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
3) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
4) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
7) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
8) Full Power (Type: Electricity, Passive. Increases your chance to apply Shock by 200% of the original chance when your SP is 100 or higher. (This is checked before casting costs are deducted.))


Name : Stormy Akateko
Level: 17
MaxHP: 63
MaxSP: 100

Strength: 12
Magic   : 45
Vitality: 21
Agility : 35
Cunning : 17

Immune: Body
Resist: Ice Electricity Dark
Weak  : Light

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) Vigorous (Type: None, Passive. Increases base SP regeneration by 50%.)
5) 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).)
6) Acid Dart (Type: Matter, 15 SP. 55 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
7) Storm Breath (Type: Electricity, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Cooldown: Breath (4))
8) Full Power (Type: Electricity, Passive. Increases your chance to apply Shock by 200% of the original chance when your SP is 100 or higher. (This is checked before casting costs are deducted.))


Name : Tuofei
Level: 17
MaxHP: 63
MaxSP: 100

Strength: 15
Magic   : 40
Vitality: 12
Agility : 39
Cunning : 32

Immune: Ice
Resist: Fire Electricity
Weak  : Body Mind

Soul Brand:
Sh-Fr (Lv.9)
  Vitality: -9
  Cunning: +17

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) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Zealous Aura (Type: Light, Reactive. Each standard turn, has an 8% chance to apply Guilt to enemies, healing those who damage them (excluding reactions).)
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) Fearsome Aura (Type: Mind, Reactive. Each standard turn, has a 15% chance to delay enemies' next turns.)


Name : Shikigami
Level: 17
MaxHP: 65
MaxSP: 50

Strength: 10
Magic   : 55
Vitality: 15
Agility : 31
Cunning : 37

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

Soul Brand:
Ef-Po-Ex (Lv.17)
  Max SP: -50
  Magic: +18
  SP per Turn: +2.0

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 : Stormy Vishap
Level: 21
MaxHP: 73
MaxSP: 100

Strength: 24
Magic   : 64
Vitality: 21
Agility : 28
Cunning : 25

Immune: Electricity
Resist: Ice Body

Soul Brand:
Po (Lv.16)
  Magic: +12

Abilities Known:
1) Volt Bite (Type: Pierce, 10 SP. 100 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Storm Breath (Type: Electricity, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Cooldown: Breath (4))
4) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
5) 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.)
6) Full Power (Type: Electricity, Passive. Increases your chance to apply Shock by 200% of the original chance when your SP is 100 or higher. (This is checked before casting costs are deducted.))
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) Zealous Aura (Type: Light, Reactive. Each standard turn, has an 8% chance to apply Guilt to enemies, healing those who damage them (excluding reactions).)




Found a glitch in Anomaly 2. Then more glitches in Our Sanctum, in which I quit playing for a while due to the sheer tedium of fighting against constant dismissals + charms + retreat and try again. Aeras + Chaos + Aithir + Nero packs were very dangerous and the most tedious of all to fight by retreating. Also, I’ve never seen an OOD demon appear in here other than in ghosts, so to me it seems like a waste of time, with no hope or chance of a reward waiting around the corner. I would be much happier tackling this sanctum if there was a miniscule (1%?) chance of an OOD demon appearing that is not traditionally on the OOD demon list, because it’s a glitch place and all. Maybe also have a possibility of any demon appearing, from a Gandayah to an Eloko or a Basilisk. :D

Mordecai died through me running away from a double encounter of Bmola pack + Mordecai’s pack, into a corridor, in which a bandit and Reprobus then walked into their doom. After a small rest, ice attacks finished off the rest of the bandits and damaged Mordecai, but Massacre killed Python + Eloko. I got Crippler and went with Guarding Cry instead as my Presence ability.

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Hunter Oni was pretty good again, but this time Nightbringer was a really good option from a Lethal Eloko. It seemed much stronger and more survivable. The spear abilities were also very good, and allowed it to poke at Perseus from afar, behind Medusa, without being cleaved.

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Found a power in Baphomet’s sanctum and recruited it with Silver Offering. :)

Wise Power was amazing - speed, good debuff chances even against Heroism, extra agility, immunity to charm/panic, super high damage, party-friendly attacks, extremely durable w/ great regeneration/healing, and two-tile range. I had Malleable before I replaced it with Dominator. Of course, I don’t know how much of this was due to Gaudium, but I do know that it was still a great fighter while I still had Guarding Cry. But, I also didn’t have the Wise modifier either. It was definitely powerful against normal packs though, since I usually only use Gaudium against corpse encounters, heroes, or summoners.

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Acquired Slenderman with 3 bolt glyphs and massive damage from Power + Oni. Slenderman helped by being a mind immune and dark immune demon who could tank Shikome and especially Offer’s Wise Shikome without being charmed. Wraith Strike was just as good a skill as the Spears, due to its range.

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Furious Shikome saw some play with Petra Glare being pretty good, Crumble being a bit anticlimactic when she used it on one eligible target, and Alluring Veil pretty commonly triggering on a pack.

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Forged Unicorn might not have mind resistance, but it did have physical resistances to make it so tanky that it wasn’t ever in danger. I exploited its lack of mind resist in a mirror chime fight, allowing me to easily disable my wraith’s demons and kill the summoner directly. This demon increased my Power’s survivability to an insane amount, and I even struggled fighting the duo with Slenderman and Wise Power until I charmed it to disable its healing. I had the chance to get a Rime Witch Unicorn, but I missed it since I thought there were no unicorns in Yaga’s Sanctum. There were two - in a 3 Brucha + 1 Unicorn pack, twice.

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Here’s a bad situation that I got into while fighting a relic wraith’s demons who quickly woke from sleep and almost killed me. I had to use some pure stones to escape, and it was a VERY close call. But, my Mobility helped me get away to use some stones and heal back up for the rematch. I also forgot to use Reshape for awhile there, making things a bit worse. Note: if you are not able to kill a dead relic wraith’s currently awake demons due to healing or whatnot, retreat and wait for them to split up. It’s much safer this way. :geek:

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But even before this situation, I had demons dying left and right due to some bad choices from as early as tower 8. Ogres, Python, Polar Eloko, Artemis, Destroyer Bmola, Tuofei - all had died at one point or another, some even twice. Constant recruitment kept me alive though, and definitely helped secure this win. I had a Mighty Shoggoth from a relic wraith that took 3 sacrifices to secure, so a bunch of abilities had to be sacrificed and a lot of credits were spent to preserve the best ones. It was definitely worth it though, since Numbing was a pretty good defensive skill to have, and also had the bonus of being transferred to my Power.

Code: Select all
Demon Party Dump File
Version 4/6/2019, Scoring Model: 3/10/2019
Dump file created at: 4/19/2019 12:23:19 AM


Summoner Monarchy...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 169425 (presently on cycle 2),
is currently at Tower:23,
and is still alive!



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

Name : Monarchy
Level: 36
MaxHP: 160
MaxSP: 100

Strength: 55
Magic   : 15
Vitality: 40
Agility : 38
Cunning : 105

Resist: Body
Weak  : Dark

Soul Brand:
Ri-Qu-Ab (Lv.30)
  No Light abilities
  Agility: +18
  SP Costs: -23%

Abilities Known:
1) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
2) Gaudium (Type: Buff, 40 SP. Only affects allies. Increases offense, defense, accuracy, and evasion by 25% and speed by 33%. Cooldown: Miracle (2))
3) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
4) 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.)
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) 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) 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) 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.))

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).)
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...)
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.)
Consume Demon (Unlocks the Consume Demon transmuation, which lets you reduce an allied demon's MaxHP to 1 to restore your own HP, SP, and MaxHP as a free action. Results are based on the demon's current MaxHP.)

Inventory:
2 Might gem
1 Blizzard rune
5 Pure stone
2 Night rune
13 Heal stone
2 Heart glyph
1 Bolt glyph
1 Meteor rune
6 Chakra stone
3 Frost glyph
4 Flame glyph
1 Pure gem
2 Curse rune
3 Guardian gem
1 Peace offering
1 Calm card
1 Chakra gem
2 Heal gem

Brands:
Qu-Ri-Fr-Tir (Lv.6)
  SP equal to or less than 50
  Vitality: -2
  SP Costs: -17%
  Agility: +9
Du-Qu (Lv.14)
  Agility: +7
  Vitality: +7
Mi-Im (Lv.15)
  Magic: -7
  Strength: +19
Po-Dis (Lv.16)
  Base Magic is 50 or more
  Magic: +16
Sh-Qu-Lim-Lif (Lv.16)
  Base Strength is 62 or more
  SP Costs: +10%
  Agility: +15
  Cunning: +15
Sh-Qu-Ab (Lv.19)
  No Slash abilities
  Agility: +11
  Cunning: +11
Mi (Lv.19)
  Strength: +14
Sh-Im (Lv.21)
  Magic: -9
  Cunning: +24
Ri-Ex (Lv.26)
  Max SP: -20
  SP Costs: -28%
Sh (Lv.29)
  Cunning: +19
Ri-Qu-Ab (Lv.30)
  No Light abilities
  Agility: +18
  SP Costs: -23%
Po-Cl-Tra (Lv.33)
  HP equal to MaxHP
  Agility: -12
  Magic: +67

Current Credits: 9643



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        0          0          2          7*         0         
Impact       3          0          3          6*         0         
Pierce       3          0          2          7*         0         
Fire         1          1          1          6*         1         
Ice          1          0          3          5*         1         
Electricity  1          0          1          6*         2         
Body         0          0          4*         3          2         
Mind         4*         2          1          5*         1         
Matter       1          0          3          5*         1         
Light        0          3          0          3*         3         
Dark         2          2          1          2          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: 79
Magic   : 5
Vitality: 41
Agility : 41
Cunning : 41

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Soul Brand:
Mi-Im (Lv.15)
  Magic: -7
  Strength: +19

Abilities Known:
1) 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.)
2) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
3) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
4) Vehemence (Type: Buff, 15 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (3))
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) Poison Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to apply Poison, causing damage over time (can stack three times).)
7) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
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 : Pele
Level: 32
MaxHP: 125
MaxSP: 100

Strength: 24
Magic   : 95
Vitality: 37
Agility : 37
Cunning : 28

Immune: Fire
Resist: Electricity
Weak  : Ice

Soul Brand:
Po-Dis (Lv.16)
  Base Magic is 50 or more
  Magic: +16

Abilities Known:
1) 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.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) 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.))
4) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
5) Vigorous (Type: None, Passive. Increases base SP regeneration by 50%.)
6) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
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) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)


Name : Wise Power
Level: 38
MaxHP: 107
MaxSP: 100

Strength: 104
Magic   : 15
Vitality: 41
Agility : 37
Cunning : 60

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

Soul Brand:
Sh-Qu-Ab (Lv.19)
  No Slash abilities
  Agility: +11
  Cunning: +11

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) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
5) 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.))
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) 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) Dominator (Type: Mind, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)


Name : Mighty Shoggoth
Level: 32
MaxHP: 152
MaxSP: 100

Strength: 61
Magic   : 12
Vitality: 74
Agility : 31
Cunning : 39

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) 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) 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) Knockout (Type: Impact, 15 SP. 70 Power attack. Has a 50% chance to inflict Sleep, preventing the target from acting for a few turns or until damaged.)
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) 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).)


Name : Forged Unicorn
Level: 32
MaxHP: 120
MaxSP: 80

Strength: 44
Magic   : 61
Vitality: 44
Agility : 30
Cunning : 26

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

Soul Brand:
Ri-Ex (Lv.26)
  Max SP: -20
  SP Costs: -28%

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) 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) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Slenderman
Level: 46
MaxHP: 128
MaxSP: 100

Strength: 69
Magic   : 20
Vitality: 44
Agility : 77
Cunning : 77

Immune: Mind Dark
Resist: Ice
Weak  : Electricity Light

Soul Brand:
Mi-Im (Lv.15)
  Magic: -7
  Strength: +19

Abilities Known:
1) Lifesteal Bite (Type: Pierce, 20 SP. 100 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Wraith Strike (Type: Impact, 20 SP. 85 Power attack.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 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: Charge (4))
5) 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.)
6) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
7) 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.))
8) Dominator (Type: Mind, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)


Name : Unicorn
Level: 32
MaxHP: 120
MaxSP: 100

Strength: 37
Magic   : 58
Vitality: 41
Agility : 55
Cunning : 32

Immune: Light
Weak  : Body Dark

Soul Brand:
Ri-Qu-Ab (Lv.30)
  No Light abilities
  Agility: +18
  SP Costs: -23%

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) 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) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)


Name : Furious Shikome
Level: 35
MaxHP: 119
MaxSP: 100

Strength: 17
Magic   : 70
Vitality: 37
Agility : 53
Cunning : 61

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

Soul Brand:
Ri-Qu-Ab (Lv.30)
  No Light abilities
  Agility: +18
  SP Costs: -23%

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: Charge (5))
3) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (6))
4) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
5) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
6) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
7) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
8) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)



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

 Slenderman kills the abatwa!!
 Slenderman looks healthier.
 The abatwa shoots a needle at your power.
 The abatwa hits your power.
 It isn't very effective.
 Your power is poisoned!
 Your power concentrates briefly.
 Your power will be more accurate longer!
 Your power will be more powerful longer!
 Your power stabs the abatwa.
 The abatwa is paralyzed!
 Your power looks refreshed.
 Your unicorn chants while pointing at your power.
 Your power is no longer poisoned.
 The abatwa is paralyzed and cannot move!
 Slenderman hits the abatwa.
 Your power impales the abatwa.
 Your power kills the abatwa!!
 You begin resting.
 Your unicorn chants while pointing at Slenderman.
 Slenderman is no longer poisoned.
 You stop resting (input received.)
 You begin resting.
 Your unicorn gestures at your power.
 Your power looks healthier.
 Your power's power returns to normal.
 Your power's accuracy returns to normal.
 Rest complete.
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.
 You can't use Enemy Lure again yet.
 You can't use Enemy Lure again yet.
 You can't use Enemy Lure again yet.
 You can't use Enemy Lure again yet.
 You can't use Enemy Lure again yet.
 You can't use Enemy Lure again yet.
 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.
 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 : Nero
Level: 22
MaxHP: 102
MaxSP: 125

Strength: 25
Magic   : 44
Vitality: 44
Agility : 24
Cunning : 11

Resist: Fire Ice
Weak  : Body Light Dark Matter

Soul Brand:
Ri-Na (Lv.6)
  Cunning: -7
  SP Costs: -23%

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) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
5) Souleater (Type: Dark, Reactive. Responds to a visible character's death by attacking them with a drain that heals you for 10% of their maximum HP.)
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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))


Name : Fulgur Shikome
Level: 31
MaxHP: 109
MaxSP: 100

Strength: 16
Magic   : 92
Vitality: 26
Agility : 54
Cunning : 40

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

Soul Brand:
Po-Qu (Lv.31)
  Agility: +14
  Magic: +14

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) Horrible Glare (Type: Mind, 15 SP. Only affects enemies. Four 40% chances to delay the next turn of the targets. Cooldown: Presence (6))
3) 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: Charge (5))
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) 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.)
6) Overload (Type: Electricity, 15 SP. 100 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
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Name : Impundulu
Level: 31
MaxHP: 107
MaxSP: 100

Strength: 24
Magic   : 64
Vitality: 28
Agility : 44
Cunning : 40

Resist: Electricity Dark
Weak  : Ice

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 66% of the damage dealt.)
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) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
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))
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Name : Medusa
Level: 31
MaxHP: 140
MaxSP: 100

Strength: 32
Magic   : 31
Vitality: 40
Agility : 40
Cunning : 72

Weak  : Light Dark

Soul Brand:
Sh-Im (Lv.21)
  Magic: -9
  Cunning: +24

Abilities Known:
1) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
4) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
5) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
6) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
7) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
8) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)


Name : Civatateo
Level: 32
MaxHP: 104
MaxSP: 100

Strength: 20
Magic   : 79
Vitality: 28
Agility : 33
Cunning : 45

Resist: Ice Body Light Dark
Weak  : Fire Electricity

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
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Name : Yuki-onna
Level: 28
MaxHP: 101
MaxSP: 100

Strength: 30
Magic   : 56
Vitality: 29
Agility : 29
Cunning : 41

Immune: Ice
Weak  : Fire

Soul Brand:
Po-Cl-Tra (Lv.33)
  HP equal to MaxHP
  Agility: -12
  Magic: +67

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 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: Charge (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
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Name : Couril
Level: 32
MaxHP: 103
MaxSP: 100

Strength: 16
Magic   : 41
Vitality: 16
Agility : 66
Cunning : 66

Immune: Mind
Resist: Body
Weak  : Light Dark Matter

Soul Brand:
Ef (Lv.33)
  SP per Turn: +1.8

Abilities Known:
1) Energy Steal (Type: Body, 10 SP. Drains the target's SP by 20%, restoring your own SP by 66% of the amount drained. Cannot miss.)
2) Wild Dance (Type: Body, 25 SP. Only affects enemies. Reduces targets' SP by 25%. This is considered a movement ability. Cooldown: Breath (6))
3) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
4) Somnia Wave (Type: Mind, 30 SP. Only affects characters with 25 or less SP. Inflicts Sleep, preventing the targets from acting for a few turns or until damaged.)
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.))
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Name : Incubus
Level: 34
MaxHP: 125
MaxSP: 100

Strength: 30
Magic   : 34
Vitality: 43
Agility : 47
Cunning : 61

Resist: Mind Dark
Weak  : Ice Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 66% of the damage dealt.)
2) Love Tap (Type: Impact, 15 SP. 70 Power attack. 35% chance to cause Charm, turning the target against its allies.)
3) Dominator (Type: Mind, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
4) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
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