Turdak's Sanctum, YASD and ramblings

The tower awaits!

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Fri Oct 28, 2016 10:25 pm

Another win, tra la tra lo tra li

I kept two slots for Recycle fodder and felt richer than even Eye of the Dragon wins. Constant revivals and vanity fusions.

Image

Spin2win

Anyway I got Turdak to be in the upper bounds of fast and it was pretty nuts. With the right Juggernaut activations he could get 5 attacks in one round.
Image

I really tend to lean heavily on Dark abilities it seems.

BUGS

Eloko have a little white line on their sprite.

I think FIery Claw is triggering defensive veils twice, though with all the hot Kasha-on-Kasha action I could have gotten confused. And it could even be working as intended, I dunno.

Code: Select all
Demon Party Dump File
Version 10/13/2016, Scoring Model: 9/18/2016
Dump file created at: 10/27/2016 16:33:32


Summoner Laloli...
was chosen by the Vodun Mask,
selected Debuff and Dark as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Laloli
Level: 29
MaxHP: 142
MaxSP: 100

Strength: 4
Magic   : 57
Vitality: 35
Agility : 4
Cunning : 100

Resist: Dark
Weak  : Light

Abilities Known:
1) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
2) Hex (Type: Dark, 25 SP. 50% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
3) Vigor Drain (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.)
4) Battle Cry (Type: Buff, 35 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (6))
5) 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.)
6) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
7) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))

Relic Upgrades:
Enemy Sense (Shows the positions of enemies on the map. Once a level is fully explored, may also reveal additional previously hidden enemies.)
Far Summon I (Increases the range of Summon by 2.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
3 Curse rune
4 Magic map
2 Heart glyph
4 Chakra gem
1 Bronze offering
1 Frost glyph
3 Peace offering
1 Pain glyph
11 Heal stone
3 Pure gem
4 Chakra stone
10 Pure stone
1 Calm card
1 Venom rune
3 Purple essence
3 Zephyr card
1 Red essence
1 Heal gem
1 Blizzard rune

Current Credits: 8619



--==== Party Overview  ====--

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

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



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

Name : Snake Eater (Chthonic Artemis)
Level: 20
MaxHP: 99
MaxSP: 100

Strength: 35
Magic   : 12
Vitality: 40
Agility : 39
Cunning : 24

Resist: Slash Impact Body Light Dark
Weak  : Pierce

Abilities Known:
1) Vehemence (Type: Buff, 20 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (5))
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) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
4) 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))
5) Earth Break (Type: Impact, 30 SP. 55 Power attack. Cannot miss.)
6) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
7) 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))
8) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)


Name : Holy Charlie
Level: 28
MaxHP: 98
MaxSP: 100

Strength: 21
Magic   : 59
Vitality: 21
Agility : 31
Cunning : 58

Immune: Body Mind
Resist: Ice Light
Weak  : Electricity

Abilities Known:
1) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
2) Mind Twist (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cannot miss.)
3) Hysteria (Type: Mind, 20 SP. Must target a Panicked character. 50% chance to inflict Panic on an enemy near the target. Free action. Cooldown: Cantrip (5))
4) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
5) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
6) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
7) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
8) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Hob
Level: 25
MaxHP: 106
MaxSP: 125

Strength: 28
Magic   : 46
Vitality: 39
Agility : 24
Cunning : 38

Resist: Ice
Weak  : Fire

Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Lifegiver (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) Warning Cry (Type: Buff, 35 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))
6) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
7) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))


Name : Pele
Level: 27
MaxHP: 114
MaxSP: 100

Strength: 22
Magic   : 71
Vitality: 33
Agility : 33
Cunning : 26

Immune: Fire
Resist: Electricity
Weak  : Ice

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Rain of Fire (Type: Fire, 40 SP. 85 Power attack. Has a 33% 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. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) ------------
8) ------------


Name : Jafar (Corrupt Jinn)
Level: 28
MaxHP: 113
MaxSP: 100

Strength: 24
Magic   : 62
Vitality: 31
Agility : 24
Cunning : 49

Immune: Fire Body
Resist: Dark
Weak  : Ice Light

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
3) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Vile Dance (Type: Body, 20 SP. 70% chance to apply Infection to enemies, which hinders HP and SP recovery. Also considered a movement ability. Cooldown: Breath (4))
6) Body Lock (Type: Body, 30 SP. 50% chance to cause Paralysis, causing the target to frequently miss their turns.)
7) ------------
8) ------------


Name : hi spd boner (Whirling Turdak)
Level: 25
MaxHP: 96
MaxSP: 100

Strength: 38
Magic   : 17
Vitality: 25
Agility : 57
Cunning : 38

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

Abilities Known:
1) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
2) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) 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.)
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 (excluding Ignite, Poison, and reactions).)
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) 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.)


Name : Whirly Girl (Whirling Power)
Level: 27
MaxHP: 99
MaxSP: 100

Strength: 70
Magic   : 12
Vitality: 39
Agility : 45
Cunning : 19

Immune: Light
Resist: Slash Impact Pierce
Weak  : Dark

Abilities Known:
1) Eviscerate (Type: Pierce, 20 SP. 100 Power attack.)
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) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
4) Static Field (Type: Electricity, Reactive. Responds to damage dealt to you by non-adjacent characters with a 20 Power attack that has a 4% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
5) 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))
6) ------------
7) ------------
8) ------------


Name : Whirlibird (Whirling Anzu)
Level: 26
MaxHP: 113
MaxSP: 100

Strength: 34
Magic   : 36
Vitality: 36
Agility : 47
Cunning : 27

Resist: Fire Ice Electricity
Weak  : Light

Abilities Known:
1) Ice Breath (Type: Ice, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss. Cooldown: Breath (4))
2) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
3) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
4) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
5) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
6) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
7) 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 (excluding Ignite, Poison, and reactions).)
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))



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

 Your power perforates the ruler.
 Your power kills the ruler!!
 You siphon the soul of the ruler.
 It's super effective!
 You feel better.
 You can speak again.
 Your hob gestures at himself.
 Your hob looks healthier.
 The ruler smites your hi spd boner.
 It's super effective!
 The ruler looks healthier.
 Your hi spd boner slashes the ruler.
 The ruler is paralyzed!
 Your hi spd boner looks refreshed.
 Your power perforates the ruler.
 Your hob gestures at your power.
 Your power begins to regenerate!
 The ruler is paralyzed and cannot move!
 Your hi spd boner slashes the ruler.
 Your hi spd boner kills the ruler!!
 Your hi spd boner looks refreshed.
 You siphon the soul of the ruler.
 It's super effective!
 You feel better.
 Using Dismiss...
 You unsummon your hob!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon Whirlibird!
 Your evasion returns to normal.
 Your hi spd boner's evasion returns to
 normal.
 Your hob's evasion returns to normal.
 You begin resting.
 Your power returns to normal.
 Your hi spd boner's power returns to normal.
 Your hi spd boner is no longer regenerating.
 Your hob's power returns to normal.
 You feel less guilty.
 Your hi spd boner feels less guilty.
 Your power is no longer regenerating.
 Rest complete.
 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 : Chindi
Level: 9
MaxHP: 50
MaxSP: 100

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

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

Abilities Known:
1) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 50% chance to apply Infection, which hinders HP and SP recovery.)
2) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
3) Blood Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's offense by 20%.)
4) Snuff Out (Type: Dark, 25 SP. Attempts to instantly kill the target (lower HP = higher chance, 0% chance until 30% of maximum HP, 100% chance at 20%). Cooldown: Dark (3))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Scarab
Level: 18
MaxHP: 67
MaxSP: 100

Strength: 22
Magic   : 22
Vitality: 40
Agility : 45
Cunning : 11

Immune: Light Dark
Resist: Slash Pierce
Weak  : Impact

Abilities Known:
1) Alert (Type: Buff, 20 SP. Improves evasion by 25%.)
2) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Impundulu
Level: 25
MaxHP: 93
MaxSP: 100

Strength: 24
Magic   : 50
Vitality: 24
Agility : 42
Cunning : 35

Resist: Electricity Dark
Weak  : Ice

Abilities Known:
1) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
2) 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%).)
3) 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))
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Sulfuric Angel
Level: 15
MaxHP: 72
MaxSP: 100

Strength: 16
Magic   : 43
Vitality: 20
Agility : 25
Cunning : 21

Immune: Fire Light
Resist: Electricity
Weak  : Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
3) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
5) Flame Orb (Type: Fire, 25 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
6) 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.)
7) ------------
8) ------------


Name : Lifebender Yuki-onna
Level: 27
MaxHP: 125
MaxSP: 100

Strength: 24
Magic   : 63
Vitality: 42
Agility : 24
Cunning : 32

Immune: Ice
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 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, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
4) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
5) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
6) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) ------------
8) ------------


Name : Incubus
Level: 27
MaxHP: 111
MaxSP: 100

Strength: 26
Magic   : 29
Vitality: 37
Agility : 41
Cunning : 52

Resist: Mind Dark
Weak  : Ice Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if 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 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
4) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Pink Whisper (Type: Mind, 20 SP. 65% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (8))
7) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
8) ------------


Name : Ikiryo
Level: 24
MaxHP: 98
MaxSP: 100

Strength: 24
Magic   : 62
Vitality: 48
Agility : 23
Cunning : 13

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

Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 30 SP. 85 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (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.)
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
5) ------------
6) ------------
7) ------------
8) ------------


wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Fri Oct 28, 2016 11:10 pm

Congrats on another win. :D Whirling, Whirling, Whirling... I'm glad someone finds a use for lots of Credits, at least. :)

Eloko bug is noted, and thanks! Geminimax actually noticed it a bit ago too, but since most players still don't know what an Eloko is, going to let it sit until the next build.

Multi-element attacks do trigger Veils twice. It's a bug... but the obvious/non-hacky fix ran into some complications. Since enemies don't really "veil tank" I've put it on the "fix this once I think of a better way" list.
User avatar
Ferret
 
Posts: 1786
Joined: Tue Sep 16, 2014 3:18 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Mon Nov 07, 2016 8:19 pm

So you established multi-element attacks trigger veils twice, but I guess it really is just 2 seperate attack instances, huh? I was using bloodlust and tormentor and Crusader with Avalanche, and was basically incapable of running out of HP or SP so long as I kept on hitting the enemy team. I was usually hitting my own Juggernaut/Movespeed demon as well, and while hitting a movespeed tank with Chill certainly wasn't optimal, getting free SP from Tormentor/Bloodlust and HP from Crusader while giving my snek TWO mostly harmless Juggernaut triggers on top of what it normally got... well, it was pretty BALANCED let me tell you. ;) That character ended up dying because I forgot to get Calm and then got bad rolls when they got Paralyzed and Panicked and soon Hexed by a Ghoul/Atua pack after unsummoning a panicked turdak. But that Avalanche/Passive combination was so cheesy I didn't even mind.
Image
Speaking of status effects... I've noticed demons with Cleanse seem more likely to Heal damage instead of Cleanse poison, even in instances where the Poison++ individual isn't in any particular danger. That works for the lowest level of poison, but for Poison+ and Poison++ they blow a lot of MP healing per-turn damage that they could have prevented with a 10 SP cleanse... I'd think that if health is green, cleanse should get higher priority than healing.

I also won again with a Dark/Buff Faithful Heart.
1. Agony was alright for a while, but I was lucky enough to pick up Exorcism from a Holy Chindi. Having Agony AND Exorcism was pretty handy. Eventually ditched Fool's Mien and swapped Agony for my old standby, Vigor Siphon. Exorcism was a solid skill the whole game though, despite its limitation.
2. Whirling has become my new Chthonic. I always liked movespeed melee demons, but a 140-150% speed one is super neat. I really need to try putting Leadership on one someday. And not flubbing links with demons who have Haste...
2a. Sadly, Whirling Raicho do not seem viable, even with Diehard.
3. Uniques are starting to feel less unique than random modified demons... Maybe that's just we forumgoers getting too many wins and starting to get a skewed view of the game though. But it does seem like I'm settling into a rut of 'Ignore training or modifying early demons because I know I'm getting Headless+Artemis+Ccoa+Vikhor+Python before Tower 6, then ignore most midgame demons because I know I'm getting a pick of Anzu, Turdak, Miadchaoin, Reprobus, then ignore most lategame demons because I know I'm getting Pele and Tlaloc and Baphomet and Phoenix...
Then you add in Charlie, Bigfoot and Slenderman (I didn't even have Enemy Sense and I still found the last two this game!) and it's just, dang. Even ignoring Unique modifiers and HP bonuses, they also tend to have both more skills and better skills than random demons How can this poor Kasha hope to compete?
Image
5. My party setup was myself as buffer/situational nuker, Ninkasi as healer, Foul Ala as debuffer/nuker with Warning Cry (Later Foul Abatwa after the Ala got killed, got capacity up and a revived the Ala as a tower 20 vanity thing), and then Turdak or Bigfoot as movement frontliner. It worked well
Image
6. I sware I know how to spell villainess
7. I finally recruited Phoenix. All it took was getting Eternal Glory from an Angel in Phoenixes pack, training it to several of my demons so I wouldn't have to waste turns unsummoning them when Phoenix inevitably killed them, then chugging Chakra Stones so I could spam Vigor Siphon. Then I got a Phoenix with Eternal Glory on Cooldown with basically no MaxHP.... :| Well, I got Mobility, and that's what matters.
8. Early on I had a Nightbringer Artemis and Wisp, but she died and the wisp got outleveled and Nightbringer didn't really play well with Agony and Exorcise. But It was still nice.
9. I also had a Ccoa early on who I was trying to use as a Debuffer, due to the high speed and Cunning. It was okay. Ccoa really reminds me of an elemental Artemis- tantalizing ranged attacks that burn through SP in a flash without any durability to justify keeping them summoned.
9a- I think Artemis should have Infectious rather than Venomous, both for mythological reasons and gameplay reasons (making Aspis more valuable and making Artemis less a wealth of good abilities by giving her Preta overlap)
10. Major Kasha got turned into a Soul Armor. SEPI was my first upgrade and it made me rich, rich! But it also got me to thinking- I think you said sidebranches have MORE credits than main dungeon floors? But you also said you wanted sidebranches to be 'skippable' without you feeling like you screwed your long term development over, right? Well, clearly, if sidebranches both have fabulous loot in the form of demons and their skills and XP AND fabulous loot in the form of loadsa credits, I don't think anybody is going to seriously consider giving up on all that loot just because Fotia are a little more dangerous than, say, D:6 denizens.
Code: Select all
Demon Party Dump File
Version 10/13/2016, Scoring Model: 9/18/2016
Dump file created at: 11/06/2016 17:39:05


Summoner Villaness...
was chosen by the Faithful Heart,
selected Dark and Buff as their starting elements,
is currently at Tower:20,
and is still alive!



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

Name : Villaness
Level: 27
MaxHP: 137
MaxSP: 100

Strength: 4
Magic   : 106
Vitality: 60
Agility : 4
Cunning : 11

Resist: Fire Mind Light Dark
Weak  : Ice

Abilities Known:
1) Vigor Siphon (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.)
2) 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))
3) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
4) Battle Cry (Type: Buff, 35 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (6))
5) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
8) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed by 12%.)

Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
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.)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
18 Heal stone
8 Pure stone
10 Chakra stone
2 Heart glyph
1 Magic map
2 Bronze offering
4 Peace offering
3 Calm card
1 Might gem
3 Zephyr card
1 Blizzard rune
1 Meteor rune
2 Pure gem
1 Tempest rune
1 Night rune
1 Flame glyph
1 Bolt glyph

Current Credits: 21001



--==== Party Overview  ====--

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

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



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

Name : Whirling Turdak
Level: 24
MaxHP: 94
MaxSP: 100

Strength: 37
Magic   : 16
Vitality: 25
Agility : 55
Cunning : 37

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

Abilities Known:
1) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
2) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
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 (excluding Ignite, Poison, and reactions).)
5) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
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) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))


Name : Ninkasi
Level: 27
MaxHP: 103
MaxSP: 125

Strength: 21
Magic   : 36
Vitality: 36
Agility : 46
Cunning : 46

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
2) Alluring Gaze (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (10))
3) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))


Name : Bigfoot
Level: 37
MaxHP: 148
MaxSP: 100

Strength: 100
Magic   : 9
Vitality: 56
Agility : 35
Cunning : 35

Resist: Ice
Weak  : Fire

Abilities Known:
1) Log Toss (Type: Impact, 20 SP. 100 Power attack. Cooldown: Luck (6))
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) Ghost Pierce (Type: Pierce, 10 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
7) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
8) Spiny Veil (Type: Pierce, Reactive. Responds to damage dealt to you by adjacent enemies with a 20 Power attack. Cannot miss.)


Name : Tlaloc
Level: 29
MaxHP: 125
MaxSP: 100

Strength: 27
Magic   : 71
Vitality: 47
Agility : 27
Cunning : 23

Immune: Ice Electricity Dark
Weak  : Fire Light

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Vengeful (Type: None, Passive. Responds to damage dealt to you by restoring 3 SP.)
6) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))


Name : Phoenix
Level: 29
MaxHP: 111
MaxSP: 100

Strength: 27
Magic   : 43
Vitality: 27
Agility : 55
Cunning : 43

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 33% chance to Ignite the target, causing damage over a short duration.)
2) Heat Wave (Type: Slash, 15 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the targets, 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) 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) 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) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
7) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
8) Burning Star (Type: Fire, 35 SP. 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)


Name : Foul Abatwa
Level: 26
MaxHP: 119
MaxSP: 100

Strength: 20
Magic   : 20
Vitality: 29
Agility : 41
Cunning : 70

Resist: Electricity Mind
Weak  : Fire Ice Body

Abilities Known:
1) Poison Needle (Type: Pierce, 20 SP. 70 Power attack. Has a 50% chance to inflict Poison, causing damage over time (can stack three times).)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
6) Wither (Type: Debuff, 30 SP. 70% chance to reduce offense and accuracy by 20%.)
7) ------------
8) ------------


Name : Eclipse (Foul Ala)
Level: 21
MaxHP: 101
MaxSP: 100

Strength: 14
Magic   : 29
Vitality: 37
Agility : 9
Cunning : 66

Immune: Electricity
Resist: Body Dark
Weak  : Fire Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
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, 15 SP. Targets a random enemy. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
4) Expose Host (Type: Debuff, 25 SP. 70% chance to reduce defense by 20%.)
5) Distract Host (Type: Debuff, 25 SP. 70% chance to reduce accuracy by 20%.)
6) Warning Cry (Type: Buff, 35 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))
7) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)



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

 Your abatwa shoots a needle at the vampire.
 Your abatwa hits the vampire.
 Bigfoot's defense returns to normal.
 Using Exorcism...
 Exorcism can only be centered on yourself.
 Press Enter to execute, Escape to cancel.
 You smite the vampire.
 It's super effective!
 Bigfoot tosses a log.
 Bigfoot smashes the vampire.
 Bigfoot kills the vampire!!
 Ninkasi's defense returns to normal.
 You swap places with Bigfoot.
 Your defense returns to normal.
 Your power returns to normal.
 Your abatwa's defense returns to normal.
 Your abatwa's power returns to normal.
 Ninkasi's power returns to normal.
 Bigfoot's power returns to normal.
 Bigfoot's evasion returns to normal.
 You begin exploring...
 You pick up the small cache.
 Your relic absorbs 193 C.
 This level has been fully explored. Press
 'o' again to travel to a known portal, or
 Shift + 'p' if you wish to choose which
 portal.
 You begin looking for a usable portal...
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Using Restore Demon...
 Nevermind then.
 Using Upgrade Relic...
 You have 1 upgrade(s) available. Spend 1 to
 gain Capacity Up I? (Y or N)
 Your relic's glow dims for a moment...
 Your relic acquires the Capacity Up I
 upgrade!
 Using Restore Demon...
 Press Enter to restore this demon for 3473
 C, or press Escape to cancel.
 Eclipse rejoins your party!!
 Using Restore Demon...
 Nevermind then.
 Using Soul Armor...
 Nevermind then.
 Really win the game and start a new cycle?
 (Y or N)
 You win!



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

Name : Warded Angel
Level: 9
MaxHP: 63
MaxSP: 100

Strength: 12
Magic   : 22
Vitality: 29
Agility : 20
Cunning : 12

Immune: Light
Resist: Fire Electricity
Weak  : Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Angel's Mien (Type: Light, Passive. Your Light and Dark attacks have a 40% chance to apply Stun to targets who are adjacent to you.)
3) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
5) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
6) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
7) ------------
8) ------------


Name : Charged Aithir
Level: 19
MaxHP: 79
MaxSP: 100

Strength: 9
Magic   : 50
Vitality: 18
Agility : 29
Cunning : 39

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

Abilities Known:
1) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
2) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 10, and if you start your turn with a Light or Dark cooldown of 2 or less, it is cleared.)
5) Storm Veil (Type: Electricity, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 4% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
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) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
8) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed by 12%.)


Name : Imbued Shikigami
Level: 17
MaxHP: 77
MaxSP: 100

Strength: 10
Magic   : 38
Vitality: 16
Agility : 33
Cunning : 38

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

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. 70% 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) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
6) Battle Cry (Type: Buff, 35 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (6))
7) ------------
8) ------------


Name : Ala
Level: 23
MaxHP: 102
MaxSP: 100

Strength: 19
Magic   : 38
Vitality: 48
Agility : 12
Cunning : 48

Immune: Electricity
Resist: Body Dark
Weak  : Fire Light

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
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, 15 SP. Targets a random enemy. 70 Power attack. Has a 10% 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) Weaken (Type: Debuff, 15 SP. 70% chance to reduce offense by 20%.)
6) ------------
7) ------------
8) ------------


Name : Cherufe
Level: 26
MaxHP: 96
MaxSP: 100

Strength: 29
Magic   : 58
Vitality: 43
Agility : 14
Cunning : 36

Immune: Fire
Resist: Slash Impact Electricity
Weak  : Ice

Abilities Known:
1) Burning Star (Type: Fire, 35 SP. 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
2) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
3) Bask (Type: Fire, 0 SP. 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 Heart (Type: Fire, Passive. If you used a Fire ability last turn, reduces the SP cost of Fire abilities by 5, to a minimum of 0.)
5) ------------
6) ------------
7) ------------
8) ------------


wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Tue Nov 08, 2016 4:28 pm

Multi-element attacks are just two separate hits pretty much. :) I suppose I will have to make various on-damage things like Juggernaut not work with allied team damage since you seem to be telling me it's a problem. :P It probably shouldn't anyway, my earlier answer was a statement of what the code currently says and not necessarily the design intent. :D

I'll look into the Cleanse / multi-level Poison AI issue. It should be treating them differently, but it may not be by the sound of it. :)

Light and Dark weaknesses are supposed to be common enough to make Exorcism and Bane attractive picks. :) At a minimum, they go a long way to making undead packs or angel packs much, much more manageable, since usually these are entire groups weak to one or the other.

A Whirling Raicho barely has any HP factor left. :D I'm not sure there's really anything you could do to make that work out.

Hmm... the uniques thing is an interesting problem. Newer players tend to have a lot of trouble recruiting them, which makes them properly rare/rewarding to have around. But as you say, once you learn the ropes, you tend to recruit them much more easily and then you don't often use anything else. Tricky problem to solve. I could make them harder to recruit, but that just makes it even harder on the new players and I suspect the vets would eventually just catch up to the new tech. I could make them rarer to find, but that's not necessarily more fun. I could add some sort of penalty on their use (perhaps uniques take up 2 Stable... but not 2 Summon... slots?) but that feels clunky. I tried charging more Credits for interacting with them, but it made people feel like they were being punished for using the coolest demons. I'll keep noodling on it. I've been aware of the issue, but... design is teh hard sometimes, especially out here in relatively unexplored design space. :D

Congrats on getting Phoenix, finally. :D He seems to be one of the toughest uniques to snag at the moment, and not just because he's so late in the current content. After this next build, he'll get the Eternal Glory cooldown back on recruitment, but if you drained his MaxHP into the ground that's your problem. :D

I feel like Sleep spells ares one of the unloved heroes of the ability set. Then again, you don't run into many enemies that do it, so it's rare to get much access to it. It definitely doesn't have a place in multi-target nuking strats though for the most part, since the AI will never willingly wake up a sleeper, it will make them stop using AEs if they can't aim around them. Maybe it will finally come into vogue once Tier 3 of the Tower is at least partially implemented, where 100 Power attacks will be standard instead of rare-ish.

An Artemis nerf wouldn't be a terrible idea probably... her skill set is amazing even by the standards of uniques... but more generally I'm reluctant to solve the aforementioned unique problem by just nerfing uniques. I like that uniques are awesome. If the problem does end up being simply that they're too awesome, I will address that if I must, but I would consider that a near last resort.

Re: Side branches. My expectation in this area is not that people will or should consider preemptively skipping branches. It's more along the lines of "if you do happen to get chased out of the branch early, you're not totally screwed." It will always, long-term, be a more profitable decision to complete every branch you encounter, no question. But, sometimes things don't go your way and you'll have to flee early: if you do, it should be recoverable, and I think it currently is. On a related note, the 10/13 build did nerf the bonus drop rate from +50% down to +25%, so in terms of items, they're only slightly better than normal levels now. Their XP has never been higher than that of normal floors (even when you encounter super high level demons, they are in encounters with roughly the same total XP value as normal encounters), though you definitely can snag some very impressive recruits if you run across them.

Congrats on another win, and thanks as always for the detailed reports. :)
User avatar
Ferret
 
Posts: 1786
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Re: Turdak's Sanctum, YASD and ramblings

Postby Gaswafers » Wed Nov 09, 2016 12:56 am

Artemis is a unique that already feels like she has been nerfed at one point. The actual attack abilities she starts off with are awful and Hex doesn't really do anything for her. She doesn't feel complete out-of-the-box like Headless and Vikhor.
Gaswafers
 
Posts: 111
Joined: Tue May 31, 2016 11:14 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Wed Nov 09, 2016 4:41 pm

She's a bit all over the place, and tends to eat her own SP way too quickly. I probably went too far trying to tag in her mythology (which covers a lot of ground... kind of like ability set) I've made a note to see if I can come up with a better set for her this build.
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Ferret
 
Posts: 1786
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Re: Turdak's Sanctum, YASD and ramblings

Postby Gaswafers » Wed Nov 09, 2016 10:15 pm

There's plenty of room with uniques; not only do they have six instead of four abilities, but they each have an entire modifier all to themselves.
Gaswafers
 
Posts: 111
Joined: Tue May 31, 2016 11:14 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Mon Dec 12, 2016 6:10 am

Image

So I 'won' but suicided on tower:20 for ghost shenanigans.

The run was fairly uneventful, leaned on fancy unique-modified Miadchaoin and Turdak and Reprobus until the end game where I ditched all my uniques in favor of regular modifieds to hopefully leave a more thrilling ghost. It was expensive but I was ludicrously rich thanks to consume. I lost my Hulking Scarab on the last floor so revived my Hob and got a Vampire as consolation prizes. Didn't find many heroes, had to flee from Paracelsus, wiped the floor with Jayle whose entire team was Ice-vulnerable (or nearly).

CORPSES
Corpses are neat. I got a lot of free abilities, didn't use most of them as I was too busy Sudden Chill/Icebreakering things to death. But I really like how you can have a hodgepodge of random abilities for free, it reminds me of the days of learning Fierce Stab from your malingees training. I feel like I had more money and items than usual, though maybe that really was just me being stingy and using Recycle with Capacity Up.

All the relic wraith battles (except Tower:1 Tremane, who I fled from) were pretty easy since their HP are bugged, so with lots of AoE it was trivial to kill the summoner then nuke the confused remnants. But it was really neat to find Geminimax and look at his strategy and team and so on.

The demon-summoning from a corpse usually wasn't too dangerous (especially if I used buffs before hand) but it did show some interesting stuff. I did find a Cursed Fairy from one of those explosions that only had 1 Curse ability though- possible bug?

I fought myself with a Mirror Chime. It wasn't too dangerous thanks to the HP bug and the AI not making the greatest choice of which 3 demons to summon, but I still used some consumables and lost Tlaloc. I haven't thought of any clever uses of Mirror Chime beyond unique modifier duplication via mid-battle fusions, but it was an interesting fight regardless.

I think the new Artemis makes Actaeon closer to being a reasonable pick.

In conclusion, 10/10 update :D, I haven't played Demon in weeks because of the anticipation and it was great to be back

Code: Select all
Demon Party Dump File
Version 12/11/2016, Scoring Model: 12/11/2016
Dump file created at: 12/11/2016 22:46:39


Summoner RandWizzz...
was chosen by the Hand of the Dead,
selected Ice and Movement as their starting elements,
is currently at Tower:20,
and is quite dead!



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

Name : RandWizzz
Level: 28
MaxHP: 147
MaxSP: 100

Strength: 4
Magic   : 100
Vitality: 65
Agility : 22
Cunning : 14

Immune: Body
Resist: Light Dark
Weak  : Fire

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 by 12%.)
2) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
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 Ignite, Poison, and reactions).)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Warning Cry (Type: Buff, 35 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))
6) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
7) 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.)
8) Battle Cry (Type: Buff, 35 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (6))

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).)
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.)
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
10 Heal gem
6 Bolt glyph
3 Pain glyph
7 Heart glyph
4 Chakra gem
12 Pure stone
1 Frost glyph
2 Tempest rune
25 Heal stone
3 Might gem
1 Gold offering
2 Peace offering
9 Chakra stone
2 Curse rune
4 Pure gem
1 Calm card
1 Venom rune
1 Wind card
1 Magic map

Current Credits: 63



--==== Party Overview  ====--

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

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



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

Name : Maj. Shoggoth
Level: 27
MaxHP: 122
MaxSP: 100

Strength: 51
Magic   : 12
Vitality: 51
Agility : 42
Cunning : 29

Resist: Impact Ice Mind
Weak  : Fire

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 35% 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) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
5) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. Also grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Alluring Gaze (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (10))
8) 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.)


Name : Frenzied Oni
Level: 25
MaxHP: 117
MaxSP: 100

Strength: 69
Magic   : 11
Vitality: 44
Agility : 29
Cunning : 22

Resist: Fire Body Dark
Weak  : Electricity Light

Abilities Known:
1) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce defense by 20%.)
2) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
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 Ignite, Poison, and reactions).)
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) 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) 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.)
7) Ice Breath (Type: Ice, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss. Cooldown: Breath (4))
8) 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.)


Name : Whirling Pelesit
Level: 28
MaxHP: 84
MaxSP: 100

Strength: 38
Magic   : 12
Vitality: 24
Agility : 72
Cunning : 44

Resist: Electricity Dark
Weak  : Fire Body Light

Abilities Known:
1) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
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 Ignite, Poison, and reactions).)
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) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
7) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
8) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))


Name : Chthonic Kuchisake
Level: 25
MaxHP: 123
MaxSP: 100

Strength: 38
Magic   : 14
Vitality: 55
Agility : 31
Cunning : 37

Immune: Body
Resist: Slash Impact
Weak  : Electricity Light

Abilities Known:
1) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
2) Throat Slash (Type: Slash, 15 SP. 70 Power attack. Has a 35% chance to inflict Mute, which prevents the use of non-physical abilities.)
3) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
4) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (4))
5) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, and reactions).)
7) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
8) 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.)


Name : Fearsome Banshee
Level: 22
MaxHP: 83
MaxSP: 100

Strength: 8
Magic   : 79
Vitality: 22
Agility : 21
Cunning : 30

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

Abilities Known:
1) Mind Scream (Type: Mind, 25 SP. 40 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) Rain of Fire (Type: Fire, 40 SP. 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
5) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
6) Storm Breath (Type: Electricity, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 12% chance to inflict Shock, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (4))
7) 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.)
8) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)


Name : Corrupt Cherufe
Level: 27
MaxHP: 100
MaxSP: 100

Strength: 24
Magic   : 66
Vitality: 36
Agility : 12
Cunning : 47

Immune: Fire Body
Resist: Slash Impact Electricity
Weak  : Ice

Abilities Known:
1) Burning Star (Type: Fire, 35 SP. 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
2) Bask (Type: Fire, 0 SP. 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))
3) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
4) Arresting Glare (Type: Body, 30 SP. 50% chance to cause Paralysis in enemies, causing them to frequently miss their turns. Cooldown: Presence (14))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
8) 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.)


Name : Vampire
Level: 27
MaxHP: 103
MaxSP: 100

Strength: 33
Magic   : 29
Vitality: 33
Agility : 45
Cunning : 45

Resist: Body Mind Dark
Weak  : Fire Light

Abilities Known:
1) Vampiric Bite (Type: Pierce, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (5))
3) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
4) Hypnotic Glare (Type: Mind, 30 SP. 50% chance to inflict Sleep on enemies, preventing them from acting for several turns or until damaged. Cooldown: Presence (14))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Hob
Level: 24
MaxHP: 104
MaxSP: 125

Strength: 27
Magic   : 45
Vitality: 38
Agility : 23
Cunning : 37

Resist: Ice
Weak  : Fire

Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Lifegiver (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) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
6) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)



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

 RandWizzz summons the cherufe!
 RandWizzz shouts a battle cry.
 RandWizzz looks more powerful!
 The shoggoth looks more powerful!
 The cherufe looks more powerful!
 The pelesit looks more powerful!
 RandWizzz gestures at the pelesit.
 The pelesit looks protected!
 The shoggoth gazes at you.
 You are charmed!
 The pelesit slashes you.
 The pelesit looks refreshed.
 The pelesit slashes you.
 The pelesit looks refreshed.
 The pelesit slashes you.
 The pelesit looks refreshed.
 You are still charmed!
 You gesture at yourself.
 You feel protected!
 RandWizzz gestures at the shoggoth.
 The shoggoth looks protected!
 The pelesit slashes you.
 The pelesit looks refreshed.
 The pelesit slashes you.
 The pelesit looks refreshed.
 The pelesit slashes you.
 The pelesit looks refreshed.
 You are still charmed!
 You gesture at RandWizzz.
 RandWizzz looks protected!
 The pelesit slashes you.
 The pelesit looks refreshed.
 The pelesit slashes you.
 The pelesit looks refreshed.
 The pelesit slashes you.
 The pelesit looks refreshed.
 You are no longer charmed.
 You are in danger!
 Using blizzard rune...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Are you sure you want to aim Blizzard Rune
 at yourself? (Y or N)
 You use the blizzard rune.
 You freeze the cherufe.
 It's super effective!
 You freeze the pelesit.
 You freeze yourself.
 You die...



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

Name : Fearsome Reprobus
Level: 24
MaxHP: 124
MaxSP: 100

Strength: 39
Magic   : 61
Vitality: 27
Agility : 25
Cunning : 18

Immune: Mind Light
Weak  : Electricity

Abilities Known:
1) Fire Breath (Type: Fire, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss. Cooldown: Breath (4))
2) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
3) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
4) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, and reactions).)
5) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
6) Rain of Fire (Type: Fire, 40 SP. 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
7) Storm Breath (Type: Electricity, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 12% chance to inflict Shock, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (4))
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))


Name : Oni
Level: 17
MaxHP: 81
MaxSP: 100

Strength: 47
Magic   : 10
Vitality: 36
Agility : 21
Cunning : 21

Resist: Fire Body Dark
Weak  : Electricity Light

Abilities Known:
1) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce defense by 20%.)
2) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
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 Ignite, Poison, and reactions).)
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) ------------
6) ------------
7) ------------
8) ------------


Name : Ionic Ruler
Level: 24
MaxHP: 98
MaxSP: 100

Strength: 19
Magic   : 61
Vitality: 30
Agility : 26
Cunning : 34

Immune: Electricity Light
Resist: Mind
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 30% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
3) Might (Type: Buff, 20 SP. Improves offense by 25%.)
4) Lightning Bolt (Type: Electricity, 30 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
6) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
7) ------------
8) ------------


Name : Yeti
Level: 22
MaxHP: 100
MaxSP: 100

Strength: 48
Magic   : 32
Vitality: 39
Agility : 25
Cunning : 16

Resist: Ice Body
Weak  : Fire Mind

Abilities Known:
1) Icy Hammer (Type: Impact, 5 SP. 85 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
2) Ice Breath (Type: Ice, 30 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Chills the targets, reducing their accuracy, evasion, and movement speed by 12%. Cannot miss. 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 : Holy Tlaloc
Level: 28
MaxHP: 119
MaxSP: 100

Strength: 21
Magic   : 74
Vitality: 37
Agility : 21
Cunning : 37

Immune: Ice Electricity Dark
Resist: Light
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) 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 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
8) Light Dart (Type: Light, 20 SP. 70 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)


Name : Oni
Level: 17
MaxHP: 81
MaxSP: 100

Strength: 47
Magic   : 10
Vitality: 36
Agility : 21
Cunning : 21

Resist: Fire Body Dark
Weak  : Electricity Light

Abilities Known:
1) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce defense by 20%.)
2) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
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 Ignite, Poison, and reactions).)
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) ------------
6) ------------
7) ------------
8) ------------


Name : Hulking Scarab
Level: 19
MaxHP: 78
MaxSP: 100

Strength: 35
Magic   : 18
Vitality: 39
Agility : 44
Cunning : 9

Immune: Light Dark
Resist: Slash Pierce
Weak  : Impact

Abilities Known:
1) Alert (Type: Buff, 20 SP. Improves evasion by 25%.)
2) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
5) 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.)
6) Focusbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce accuracy by 20%.)
7) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (4))
8) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))


wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Mon Dec 12, 2016 4:53 pm

Congrats on the uh... first win? :P You guys're gonna make a mess of my win rate tracking :D

I've seen other reports of high numbers of goodies... but yeah, Recycle definitely can get you a lot of monies, especially with Capacity Up involved to give you slots you can dedicate to it.

I've been enjoying the random abilities from corpses a fair bit myself, I had a feeling that that might be one of the more popular (if less anticipated) changes in the build. The usefulness of them can drop off a bit after the early game once your build is in a good spot... but, since they can draw from the list of any modifier that a demon can spawn with on that level, I'm hoping that even mid or late game you may sometimes find one that at least makes you think for a moment. :D

grumble. I'm still annoyed with myself for missing the HP bug :P Trying not to be too hard on myself over it since a QA team of 1 is pretty miserably short of what any roguelike would actually need for legit, full on testing, but still... grumble. Well, it's fixed now, that's the main thing.

I'll check the corpse encounter code and see if I muffed something up on the modifier application. A little disappointed it sounds like they were much of a challenge though. I may have to revisit that and see if I can tweak them up a bit. I was hoping for good things from those. :D

I probably need to look into improving how enemy summoners choose which allies they prefer to summon. Right now they use fairly bone-headed/naive logic, relative to the quality of most other AI decision making in the game.

Artemis still has some good stuff, but she doesn't have a ton of amazing things anymore. :) Really, she was too amazing for being that early in game, in terms of ability set, but worse, she wasn't equipped to actually use the amazing stuff well herself. Probably a case where I got too caught up on following lore and lost sight of game balance a bit.

10/10 makes me happy though, I'm glad you're enjoying the new build. :D Congrats again on the win!
User avatar
Ferret
 
Posts: 1786
Joined: Tue Sep 16, 2014 3:18 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Tue Dec 13, 2016 6:47 am

Image
Dropped another ghost on tower:20, dying to my own Mirror chime. Not much to say other than I really liked this Whirling Dipsas.

Image

Also fought a Dirty Needle ghost, which was effective, but also countered by pure gems and eventually exploded by my Ball-Lightning-Tossing Ionic Baphomet.

Image

I had a lot of uniques and modified uniques this game. I only ran out of money when I was converting all my modified uniques into modified demons so they'd stick around in the ghost file- and this was without ANY currency-type relic upgrades.

Maybe cut back some on the loot from all these corpses, i dunno.

I finally recruited an Archangel the old fashioned way, clubbing it to death with huge buffs.
In addition to buffs, I actually made good use of Debuffs this game. I kept a Cursed Raicho to level 11 for Expose and Weigh Sin before upgrading to a Shikigami. I used Weaken for a long time as well, finding it on an Arcadia corpse.

Feedback on the demons popping up from corpses- I actually did have some dangerous encounters, but for the most part the demons that show up from corpses tend to range from a little underleveled to 'redcaps post-anomaly.'

Lure Enemy was fun- had a tough fight with Hulking Dropbears. Sadly didn't see too many ghosts- seems 90% of them are pre-anomaly. Still, it is only day 2(3?) of the release, I should be a little more patient for ghosts... unfortunately I live without internet apart from my trips to the library, so in those dark, internetless times I neither see ghosts nor contribute to them, which is lame :x . There's a weird sense you get from ghosts playing offline though- almost like semi-guaranteed uniques you can grow familiar with. I made a titan's fist who died in 1 1/2 offline and I've now probably seen 'Fist Wizzz' more than some 'real' summoners.

Code: Select all
Demon Party Dump File
Version 12/12/2016, Scoring Model: 12/11/2016
Dump file created at: 12/12/2016 23:28:07


Summoner Headful...
was chosen by the Crown of Glory,
selected Buff and Healing as their starting elements,
is currently at Tower:20,
and is quite dead!



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

Name : Headful
Level: 29
MaxHP: 165
MaxSP: 100

Strength: 15
Magic   : 16
Vitality: 65
Agility : 65
Cunning : 39

Resist: Light
Weak  : Dark

Abilities Known:
1) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
2) Might (Type: Buff, 20 SP. Improves offense by 25%.)
3) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. Also grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
4) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
5) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Warning Cry (Type: Buff, 35 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) Arrest Host (Type: Body, 35 SP. 35% chance to cause Paralysis, causing the targets to frequently miss their turns.)

Relic Upgrades:
Quick Summon (Makes Summon a free action with a 1 turn cooldown.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
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 II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
6 Heart glyph
1 Frost glyph
6 Zephyr card
15 Pure stone
2 Bolt glyph
2 Calm card
4 Pure gem
1 Magic map
17 Heal stone
11 Heal gem
2 Venom rune
3 Flame glyph
9 Chakra stone
1 Curse rune
2 Peace offering
1 Might gem
1 Chakra gem
1 Bronze offering
1 Pain glyph

Current Credits: 146



--==== Party Overview  ====--

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

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



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

Name : Cursed Shikigami
Level: 27
MaxHP: 104
MaxSP: 125

Strength: 12
Magic   : 42
Vitality: 18
Agility : 36
Cunning : 77

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

Abilities Known:
1) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
2) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
3) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
4) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) 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))
7) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
8) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 turn.)


Name : Ionic Ikiryo
Level: 27
MaxHP: 102
MaxSP: 100

Strength: 21
Magic   : 75
Vitality: 42
Agility : 28
Cunning : 19

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

Abilities Known:
1) Rage (Type: Dark, 15 SP. 70 Power attack. Cannot miss. Cooldown: Dark (2))
2) Life Drain (Type: Body, 30 SP. 85 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) Vigor Drain (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.)
4) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
5) Electropulse (Type: Electricity, 20 SP. 55 Power attack. Has an 8% chance to inflict Shock, causing the targets to miss their next turn. Cannot miss.)
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) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))


Name : Snekbolt (Whirling Dipsas)
Level: 24
MaxHP: 86
MaxSP: 100

Strength: 31
Magic   : 19
Vitality: 22
Agility : 64
Cunning : 34

Resist: Electricity
Weak  : Ice

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
3) 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))
4) Ghost Pierce (Type: Pierce, 10 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)
5) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
6) 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 Ignite, Poison, and reactions).)
7) 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.)
8) 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.)


Name : Chthonic Incubus
Level: 26
MaxHP: 123
MaxSP: 100

Strength: 27
Magic   : 23
Vitality: 57
Agility : 32
Cunning : 41

Resist: Slash Impact Mind Dark
Weak  : Ice Light

Abilities Known:
1) Love Tap (Type: Impact, 15 SP. 70 Power attack. 35% chance to cause Charm, turning the target against its allies.)
2) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
3) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
4) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (4))
5) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
6) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
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) 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))


Name : Reclusive Cherufe
Level: 26
MaxHP: 96
MaxSP: 100

Strength: 50
Magic   : 47
Vitality: 39
Agility : 15
Cunning : 29

Immune: Fire
Resist: Slash Impact Electricity
Weak  : Ice

Abilities Known:
1) Burning Star (Type: Fire, 35 SP. 70 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)
2) Log Toss (Type: Impact, 20 SP. 100 Power attack. Cooldown: Luck (6))
3) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
4) 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) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (4))
6) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
7) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
8) 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))


Name : Sainted Banshee
Level: 18
MaxHP: 67
MaxSP: 125

Strength: 9
Magic   : 54
Vitality: 18
Agility : 18
Cunning : 41

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

Abilities Known:
1) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
2) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
3) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
4) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
5) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
6) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))



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

 Snekbolt looks healthier.
 The shikigami pecks Snekbolt.
 Snekbolt leaps into action!
 Snekbolt bites the ikiryo.
 It isn't very effective.
 Snekbolt looks healthier.
 The ikiryo can speak again.
 The ikiryo drains Snekbolt.
 The ikiryo looks healthier.
 Snekbolt flies through the ikiryo.
 It isn't very effective.
 Snekbolt looks healthier.
 The dipsas flies through you.
 The nero can speak again.
 The nero shouts a rallying cry.
 The nero looks healthier.
 The shikigami looks healthier.
 The ikiryo looks healthier.
 The dipsas looks healthier.
 The incubus looks healthier.
 The banshee looks healthier.
 The shikigami can speak again.
 The shikigami gestures at itself.
 The shikigami looks healthier.
 Snekbolt bites the ikiryo.
 It isn't very effective.
 The ikiryo falls silent!
 Snekbolt looks healthier.
 The incubus hits you.
 Your cherufe's power returns to normal.
 The dipsas flies through you.
 The banshee smites Snekbolt.
 The cherufe claws you.
 You are stunned!
 The shikigami can speak again.
 The shikigami gestures at the cherufe.
 The cherufe looks healthier.
 The ikiryo bites Snekbolt.
 The dipsas flies through you.
 Snekbolt flies through the nero.
 Your evasion returns to normal.
 Your incubus' evasion returns to normal.
 The nero gestures at itself.
 The nero looks healthier.
 The dipsas bites you.
 The nero looks energized!
 The shikigami scourges Snekbolt.
 The shikigami scourges you.
 It's super effective!
 You die...



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

Name : Ben nefilin
Level: 20
MaxHP: 85
MaxSP: 100

Strength: 24
Magic   : 36
Vitality: 30
Agility : 12
Cunning : 48

Resist: Slash Body Dark
Weak  : Electricity Light

Abilities Known:
1) Mind Blast (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss.)
2) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
3) Body Lock (Type: Body, 30 SP. 50% chance to cause Paralysis, causing the target to frequently miss their turns.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ruler
Level: 24
MaxHP: 93
MaxSP: 100

Strength: 24
Magic   : 52
Vitality: 37
Agility : 23
Cunning : 34

Immune: Light
Resist: Electricity Mind
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 30% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
3) Might (Type: Buff, 20 SP. Improves offense by 25%.)
4) Lightning Bolt (Type: Electricity, 30 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Chthonic Miodchaoin
Level: 24
MaxHP: 137
MaxSP: 100

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

Resist: Slash Impact Body
Weak  : Mind

Abilities Known:
1) Smash (Type: Impact, 10 SP. 85 Power attack.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% 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 Ignite, Poison, and reactions).)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Cooldown: Endure (3))
6) Mighty Roar (Type: Impact, 40 SP. 0-85 Power attack, based on the user's SP (more SP = more Power). Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss. Cooldown: Breath (4))
7) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
8) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)


Name : Bigfoot
Level: 37
MaxHP: 148
MaxSP: 100

Strength: 100
Magic   : 9
Vitality: 56
Agility : 35
Cunning : 35

Resist: Ice
Weak  : Fire

Abilities Known:
1) Grand Slam (Type: Impact, 20 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 (5))
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) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
8) Ghost Pierce (Type: Pierce, 10 SP. 70 Power attack. Moves you to different, randomly selected, position adjacent to the target.)


Name : Ionic Baphomet
Level: 28
MaxHP: 117
MaxSP: 100

Strength: 12
Magic   : 77
Vitality: 24
Agility : 26
Cunning : 51

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

Abilities Known:
1) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
2) Ember Burst (Type: Fire, 15 SP. 70% chance to Ignite the targets, causing damage over a short duration.)
3) 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.)
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) Ball Lightning (Type: Electricity, 40 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
6) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has an 8% chance to Shock an adjacent enemy. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
7) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)


Name : Sainted Tlaloc
Level: 29
MaxHP: 120
MaxSP: 100

Strength: 22
Magic   : 76
Vitality: 38
Agility : 22
Cunning : 37

Immune: Ice Electricity Light Dark
Weak  : Fire

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Storm Strike (Type: Electricity, 30 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) 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 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
8) Twilight (Type: None, Passive. When your HP is 50% or less of your maximum, reduces the SP cost of Light and Dark abilities by 10, and if you start your turn with a Light or Dark cooldown of 2 or less, it is cleared.)


Name : Lifebender Shikigami
Level: 22
MaxHP: 99
MaxSP: 100

Strength: 10
Magic   : 52
Vitality: 31
Agility : 31
Cunning : 36

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

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. 70% 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) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
6) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
7) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) Fireball (Type: Fire, 30 SP. 55 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss.)


Name : Nero
Level: 21
MaxHP: 104
MaxSP: 125

Strength: 25
Magic   : 44
Vitality: 44
Agility : 24
Cunning : 18

Resist: Fire Ice
Weak  : Body Light Dark

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
7) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 25 or more SP by 10 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))


wizzzargh
 
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