A win, a win! And its an actual win because, i dunno, I didn't feel like my party would have been that great of a ghost without Baphomet and Tlaloc. My ghost chimes didn't work on tower:23 either because ghosts got reset or because I was too high level(?) so I totally should have ctrl+Q'd myself to leave a famous high level ghost behind. I was surprised I got to such a high level without enemy lure.
Was a Hand of the Dead that turned into pretty much a nuky orb-of-power-ish build. I found a Fiery something or other in the early floors with Combust and Ember Burst, so I turned that into a warmth build. Warmth is powerful, yessiree, but I also had the advantage of finding the early Shoggoth and Raiju, which made for a pretty easy game.
Glacial Shell is a nice ability because its so reliable- I had it and Oppressor, but eventually felt that I was safe enough with just one. I feel like the default blocks and wards could use a buff honestly- I don't see many people using Block Pierce or Flame Ward.
I had Bask instead of ritualist for a long time, eventually swapped it out due to having less fire going on and because bask doesn't always auto-target ignited enemies, making it slightly annoying to use. Is there any reason to require it to target an enemy instead of just having 'if there's an ignited foe in range you can activate it?'
Auraward is also handy- elemental enemies usually aren't the worst foes, but Auraward shuts em down hard.
Had Lucky Aid for a while until Baphomet wanted me to lose it, picked up Inquisition from Adria (slain in a Heroic link with a Jinn) but with all the healing on my team I didn't really need it, so when I found Empower on a corpse I just decided to go with it.
I had Recycle and SEPI this game, I don't remember why I went for SEPI instead of Capacity Up or Enemy Lure. So, I was way too rich for my own good, and went for Soul Armor in a desperate attempt to spend some of it. Turns out the Polong armor probably saved my life against a double encounter of Basilisk and Abatwe- I was immune to Body damage and needles bounced off Glacial Shell, so while all my demons were sucking Poison++ and needle hits I was largely ignored and was able to walk away with Quick Dismiss, losing only my Raiju.
Here's my party. I revived the Raiju 4 times- maxHP damage can really sneak up on you, plus Raiju are awfully weak anyway. Shoulda taught it diehard after the first time, but I was too greedy about all them fire passives. It knew Might for most the game, upgraded to haste at the very end.
Another memorable fight was with Sainted Yeti and Tuofei- lots of icebreaker hits took down my Raiju and several other demons who didn't get a revive.
Another Raiju death was against Valindra- maxHP damage crept up and suddenly it went from 'full' health to dead. Demons looking fine but really having 10maxHP is a bit of an interface annoyance... but then again, all I had to do was hover over the Raiju (I knew I was fighting MaxHP drainers after all) and I don't think this is an issue with anything besides my own laziness. But if their health bar showed as 'full' but yellow or red if their maxHP was in peril, it could save lazy players such as myself, like, 2 seconds.
I had a Profane Asrai for a while, but eventually ate her. Had a Fotia that fulfilled ignite-duty to enable warmth for a while, but the Raiju's high speed made it superior for ignition.
Artemis died early, and I held on to a Maj. Ogre until it was level 17, but the Shoggoth had really obsoleted the ogre. Which was a shame because I thought the Maj. Ogre was pretty cool, it just couldn't compete with the high level Shoggoth.
The new sprites look nice, though I did appreciate how HUGE old Shisha heads were.
Hmm, what else. I found lots of offerings this game, but only ended up using one, to get a Stormsworn Yeti that had Overload and Bolt Chain. I think that guy died to Bonnachon. Maybe gave a bronze offering to Baphomet, was disappointed it only gave +1 approval. Offerings can be pretty great combat items, after all.
Since I was so rich, I paid a blood price for once to get the Virtue in Phoenix's sanctum. Then, because becoming Heroic is super fun, I slapped Destined on a few critters because I had loadsa-mone and loadsa-Leib-Olmai.
Some weirdness with AI- the scarabs here couldn't decide whether to advance towards me or go the long-way round, through the hallway on the left, and wiggled back and forth in and out of my LoS for a few turns. I think some other players have mentioned the curious tendency of demons with no attacks that hang back (like Scarabas and healers) to sometimes pick those weird routes- could it be something along the lines of circle LoS making diagonal paths 'closer' than orthogonal pathing and not realizing there's stuff in the way? I know when you pick the 'go to point of interest' option the game doesn't care about walls.
- Code: Select all
Demon Party Dump File
Version 5/26/2017, Scoring Model: 5/26/2017
Dump file created at: 06/02/2017 14:25:32
Summoner Wiz Shade...
was chosen by the Hand of the Dead,
selected Dark and Healing as their starting elements,
has earned a score of 65629,
is currently at Tower:23,
and is still alive!
--==== Main Character ====--
Name : Wiz Shade
Level: 31
MaxHP: 145
MaxSP: 100
Strength: 4
Magic : 125
Vitality: 52
Agility : 20
Cunning : 4
Immune: Body
Resist: Mind Dark
Weak : Electricity Light
Abilities Known:
1) Consume Vigor (Type: Dark, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power), split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP. Cooldown: Breath (3))
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) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
4) Flame Orb (Type: Fire, 20 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
5) 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.))
6) Auraward (Type: Defense, Passive. If your last action was a Fire, Electricity, or Ice ability, you gain Resist against all three of these types.)
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) Empower (Type: Buff, 25 SP. Improves offense and defense by 25%.)
Relic Upgrades:
Consume (Delete Demon now restores your HP and SP based on the number of levels the demon has gained (more levels = stronger effect).)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
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:
1 Meteor rune
5 Flame glyph
1 Blizzard rune
4 Bolt glyph
4 Zephyr card
1 Might gem
17 Pure stone
4 Calm card
3 Wind card
2 Pure gem
1 Curse rune
2 Silver offering
25 Heal stone
1 Magic map
1 Green essence
12 Chakra stone
2 Venom rune
1 Guardian gem
3 Chakra gem
1 Heart glyph
5 Heal gem
4 Pain glyph
2 Bronze offering
1 Gold offering
Current Credits: 43310
Codex Daemonium Completion
Personal Codex : 61 / 135 (45% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 0 0 1 4* 2
Impact 1 0 1 4* 2
Pierce 0 0 0 5* 2
Fire 3* 0 3 1* 3
Ice 3* 2 1 3* 1
Electricity 0 2 1 3 1*
Body 0 1* 0 6 0
Mind 1 1 2* 2 2
Light 1 2 1 3 1*
Dark 2* 2 2* 3 0
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Shag Carpet (Chthonic Shoggoth)
Level: 29
MaxHP: 142
MaxSP: 100
Strength: 52
Magic : 12
Vitality: 75
Agility : 25
Cunning : 31
Resist: Slash Impact Ice
Weak : Fire Mind
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) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
5) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
6) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
7) 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 Stun or Shock.)
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
Name : Destined Baphomet
Level: 30
MaxHP: 131
MaxSP: 100
Strength: 16
Magic : 72
Vitality: 32
Agility : 24
Cunning : 56
Immune: Dark
Resist: Fire Mind Light
Weak : Slash Impact Pierce
Abilities Known:
1) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
2) 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.)
3) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
4) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
5) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
6) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) 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.))
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 : Sainted Tlaloc
Level: 31
MaxHP: 123
MaxSP: 100
Strength: 23
Magic : 80
Vitality: 40
Agility : 23
Cunning : 39
Immune: Ice Electricity Light Dark
Weak : Fire
Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
3) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
4) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
5) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
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) Light Arrow (Type: Light, 25 SP. 85 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
8) 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.)
Name : Mindbender Virtue
Level: 36
MaxHP: 113
MaxSP: 100
Strength: 14
Magic : 101
Vitality: 14
Agility : 22
Cunning : 79
Immune: Mind Light
Resist: Fire Electricity Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (1))
3) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
4) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
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 : Destined Yuki-onna
Level: 29
MaxHP: 120
MaxSP: 100
Strength: 31
Magic : 59
Vitality: 31
Agility : 31
Cunning : 43
Immune: Ice
Weak : Fire
Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
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: Dark (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
7) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
8) ------------
Name : FourDeath (Destined Raiju)
Level: 28
MaxHP: 95
MaxSP: 100
Strength: 22
Magic : 54
Vitality: 22
Agility : 54
Cunning : 38
Immune: Electricity
Resist: Fire
Weak : Ice Mind
Abilities Known:
1) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
2) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
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) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
6) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
--==== Recent Messages ====--
movement keys. Press Enter to execute,
Escape to cancel.
You gesture at your charun.
Your charun looks more powerful!
Your charun looks protected!
Using heal stone...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You use the heal stone.
Your charun looks healthier.
Using Empower...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You gesture at yourself.
You feel like you will be more powerful
longer!
You feel like you will be protected longer!
Your charun is no longer chilled.
Tlaloc is no longer regenerating.
FourDeath is no longer regenerating.
You are no longer in agony.
Your virtue is no longer in agony.
FourDeath is no longer in agony.
FourDeath's speed returns to normal.
Your virtue's speed returns to normal.
Your speed returns to normal.
Your charun's power returns to normal.
Your charun's defense returns to normal.
Your power returns to normal.
Your defense returns to normal.
Using ghost chime...
Ghost Chime can only be aimed at yourself.
Press Enter to execute, Escape to cancel.
You use the ghost chime.
You feel a chill...
...but it passes after a moment.
Using ghost chime...
Ghost Chime can only be aimed at yourself.
Press Enter to execute, Escape to cancel.
You use the ghost chime.
You feel a chill...
...but it passes after a moment.
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 : Leib-olmai
Level: 29
MaxHP: 107
MaxSP: 100
Strength: 68
Magic : 37
Vitality: 45
Agility : 30
Cunning : 15
Resist: Ice Body Mind
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 : Unicorn
Level: 26
MaxHP: 105
MaxSP: 100
Strength: 32
Magic : 51
Vitality: 36
Agility : 32
Cunning : 29
Immune: Light
Weak : Body Dark
Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) ------------
7) ------------
8) ------------
Name : Rakshasa
Level: 30
MaxHP: 114
MaxSP: 100
Strength: 80
Magic : 24
Vitality: 40
Agility : 28
Cunning : 28
Resist: Fire Dark
Weak : Ice Light
Abilities Known:
1) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
2) Lethal Claw (Type: Slash, 20 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) ------------
6) ------------
7) ------------
8) ------------
Name : Basilisk
Level: 30
MaxHP: 87
MaxSP: 100
Strength: 16
Magic : 52
Vitality: 16
Agility : 64
Cunning : 52
Resist: Electricity
Weak : Ice
Abilities Known:
1) Lethal Gaze (Type: Mind, 15 SP. 85 Power attack. Cannot miss. Cooldown: Presence (3))
2) Toxic Touch (Type: Body, 20 SP. 100 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
3) 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.)
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
5) ------------
6) ------------
7) ------------
8) ------------
Name : Gelidus Leib-olmai
Level: 29
MaxHP: 118
MaxSP: 100
Strength: 55
Magic : 52
Vitality: 44
Agility : 32
Cunning : 12
Immune: Ice
Resist: Body Mind
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) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
7) Frost Blast (Type: Ice, 25 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
8) ------------
Name : Leib-olmai
Level: 31
MaxHP: 112
MaxSP: 100
Strength: 72
Magic : 40
Vitality: 47
Agility : 31
Cunning : 15
Resist: Ice Body Mind
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) ------------