'Ghost Win/Suicide' on tower:23, finally got my ultimate(???) one-hit-kill build together.

It was a bit situational and I never did get a satisfying source of sleep until very late with Haunt+Hypnotic Glare, but even without Dreamstalker light/dark vulnerable packs were pretty much subject to death from me on any given turn my cooldown was ready.


If something actually did get put to sleep at full health it was almost certainly dead- only a few real brutes could survive a dreamstalker/Innocence/Snuff Out/Might/Max Magic Snuff Out/Expel. And once I got Duality from Adria I could churn out alternating Snuff Out/Expels much faster which were death sentences to most things lower level than me- I have fond memories of meeting a Yeti-Tuofei-Hob pack and instakilling everything but the Yeti with smites from full health. I had to give up Might to make room for Duality though and then rely on my filthy demons to buff me properly, and I ended up losing Might entirely later except for some dabbling with Hunters Cry.
Even with just Innocence and Snuff Out, this build was great in Anomaly. Fotia and Aeras and Gremlins could all be slain from full HP so long as I Mighted Up, which was really cool.
Despite the jolly fun times I had a somewhat hard time in the lategame because a failed Phoenix blew up Mighty Turdak and also Ninkasi(Unless she died to Cherufes later on- I think my entire party was fire vulnerable at some point) and out of a stubborn desire to not lean on Restore Demon I went without Calm for the last part of the game (though I was mind resistant so it wasn't so bad). My team is kinda halfassed stuff scrounged together on the last floors with the exception of the Fearsome Akateko (A loyal healer/Nuker I made) and the Hulking Scarab I created which was lucky enough to get Crippler. Witches' Arc came from... something on the last floor and was taught to the scarab solely as a means to finish off Tremane. I probably should have spend my loot on making my ghost nastier but woops, whatever.
Early on the game I made a Solid Carbuncle and was able to teach it the awesome combo of Accursed and Wild Frenzy from a Brutal zombie.

The multi hits, high speed/accuracy/cunning of carbuncles made Pariah a really powerful source of damage, but Wild Frenzy is finicky- the AI will only use it if there's plenty of targets, and it looks like there's still some stuff with it deciding that hitting friendlies is OK.

And honestly a few resisted 33 power hits on python aren't a big deal, but it does seem like a thing that could cause grief in less favorable circumstances...
I had an interesting sort of mirror match with the ghost 'Lights Out' on floor 23, which had a dreamstalker/innocence build like me.

The first fight I had with Lights Out, my demons haunted in, applied sleep, and then I murdered Lights Out with an Expel followed by a Snuff Out- but since he was a hand of the dead ghost reduced to about 6 maxHP after that first brutal attack, Lights Out then ate his entire stable in one turn despite it not doing any good. I was deeply disappointed- I thought my amazing wombo combo would actually let me get demons from a Hand wraith for once but alas, the wraith AI went for a spiteful deletion of every demon it had.
The second fight with Lights Out was totally different. My vampire did put him to sleep on the second round too, but then used a dreamstalker bite on Lights Out so I couldn't instagib him with Expel, and then Lights Out had someone casting Calm. He woke up and my team instantly took a bajillion damage from Chain Lightning attacks and a Druj Nasu racked up poison and infection on my whole team. It was ugly but I managed to kill 1 demon before retreating with Haste, and had to use curse runes, pure gems, etc etc to stay alive and after resetting the fight I came back and had to bulldoze my way through with all the items I had saved. Chain lightning+innocence+Hunters Cry was pretty bad news.
- Code: Select all
Demon Party Dump File
Version 5/26/2017, Scoring Model: 5/26/2017
Dump file created at: 06/17/2017 06:31:10
Summoner One SnuffMan...
was chosen by the Orb of Power,
selected Buff and Electricity as their starting elements,
has earned a score of 56999,
is currently at Tower:23,
and is quite dead!
--==== Main Character ====--
Name : One SnuffMan
Level: 29
MaxHP: 131
MaxSP: 100
Strength: 4
Magic : 164
Vitality: 20
Agility : 11
Cunning : 11
Resist: Mind Light
Weak : Slash Impact Pierce
Abilities Known:
1) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
2) Duality (Type: None, Passive. Removes the penalty Dark cooldown received for using Light cooldown abilities, and vice versa.)
3) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
4) Expel (Type: Light, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Light (3))
5) Demon's Mien (Type: Dark, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Dark.)
6) Exorcist's Mien (Type: Light, Passive. Your Light and Dark attacks deal 20% more damage to targets weak to Light.)
7) Dreamstalker (Type: Mind, Passive. Your attacks deal 50% more damage to and do not wake up Sleeping targets that have full HP.)
8) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
Transpose Soul (Unlocks the Transpose Soul transmutation, which lets you sacrifice a demon to choose and learn one of the bonus abilities from the modifier it would pass if used with Fuse Demons.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Inventory:
1 Curse rune
1 Heart glyph
21 Heal stone
1 Flame glyph
2 Tempest rune
3 Pain glyph
7 Chakra stone
11 Pure stone
1 Pure gem
4 Venom rune
1 Magic map
1 Calm card
3 Bronze offering
1 Might gem
2 Peace offering
1 Heal gem
1 Wind card
Current Credits: 37711
Codex Daemonium Completion
Personal Codex : 53 / 135 (39% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 3 0 2 5 1*
Impact 2 0 1 5 2*
Pierce 2 0 1 6 1*
Fire 2 1 0 5* 2
Ice 1 0 2 4* 2
Electricity 1 1 1 5* 1
Body 2 1 3 4* 0
Mind 3 0 4* 4 0
Light 1* 1 1* 3 3
Dark 2* 1 3 4* 0
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Fearsome Akateko
Level: 25
MaxHP: 89
MaxSP: 100
Strength: 14
Magic : 76
Vitality: 28
Agility : 38
Cunning : 19
Immune: Body
Resist: Dark
Weak : Light
Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Second Wind (Type: Healing, 0 SP. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
5) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
6) Rain of Fire (Type: Fire, 35 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
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 : Shojo
Level: 30
MaxHP: 116
MaxSP: 100
Strength: 40
Magic : 48
Vitality: 48
Agility : 16
Cunning : 48
Resist: Ice Body
Weak : Electricity
Abilities Known:
1) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Envenom Host (Type: Body, 20 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) Vile Alchemy (Type: Body, Passive. When you apply Poison to an already Poisoned target, you always increase the Poison stack level if it is not already at the maximum.)
7) ------------
8) ------------
Name : Hulking Scarab
Level: 27
MaxHP: 96
MaxSP: 100
Strength: 45
Magic : 24
Vitality: 49
Agility : 55
Cunning : 12
Immune: Light Dark
Resist: Slash Pierce
Weak : Impact
Abilities Known:
1) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
2) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
3) Quake Hammer (Type: Impact, 30 SP. 85 Power attack.)
4) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)
5) 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) 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.)
7) Blue Whisper (Type: Mind, 25 SP. 85% chance to cause Sleep, preventing the target from acting for a few turns or until damaged. Free action. Cooldown: Presence (6))
8) Witch's Arc (Type: Slash, 25 SP. 70 Power attack. Has a 35% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
Name : Frenzied Cherufe
Level: 29
MaxHP: 113
MaxSP: 100
Strength: 47
Magic : 51
Vitality: 46
Agility : 26
Cunning : 25
Immune: Fire
Resist: Slash Impact Electricity
Weak : Ice
Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Burning Star (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
4) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
6) Witch's Arc (Type: Slash, 25 SP. 70 Power attack. Has a 35% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
7) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which prevents most HP and SP recovery.)
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
Name : Incubus
Level: 28
MaxHP: 108
MaxSP: 100
Strength: 26
Magic : 30
Vitality: 38
Agility : 42
Cunning : 54
Resist: Mind Dark
Weak : Ice Light
Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% of the damage dealt.)
2) Love Tap (Type: Impact, 15 SP. 70 Power attack. 35% chance to cause Charm, turning the target against its allies.)
3) Dominator (Type: Mind, Passive. Provides a 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) Hypnotic Glare (Type: Mind, 25 SP. 70% chance to inflict Sleep on enemies, preventing them from acting for a few turns or until damaged. Cooldown: Presence (9))
6) ------------
7) ------------
8) ------------
Name : Vampire
Level: 28
MaxHP: 102
MaxSP: 100
Strength: 34
Magic : 30
Vitality: 34
Agility : 46
Cunning : 46
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 (3))
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, 25 SP. 70% chance to inflict Sleep on enemies, preventing them from acting for a few turns or until damaged. Cooldown: Presence (9))
5) Blue Whisper (Type: Mind, 25 SP. 85% chance to cause Sleep, preventing the target from acting for a few turns or until damaged. Free action. Cooldown: Presence (6))
6) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
7) ------------
8) ------------
Name : Tremane Bane (Stormborn Leib-olmai)
Level: 29
MaxHP: 112
MaxSP: 100
Strength: 55
Magic : 38
Vitality: 42
Agility : 34
Cunning : 26
Immune: Electricity
Resist: Ice Body Mind
Weak : Fire
Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Storm Breath (Type: Electricity, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Cooldown: Breath (4))
7) Ionic Spear (Type: Pierce, 25 SP. 115 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Enemies only.)
8) ------------
--==== Recent Messages ====--
Your scarab looks refreshed.
Tremane looks more resolved.
Tremane is no longer on fire.
Your cherufe is no longer stunned.
Your cherufe misses Tremane.
Tremane smites your cherufe.
Your cherufe is stunned!
Your scarab whispers softly at Tremane.
Tremane falls asleep!
Your scarab's speed returns to normal.
One of your allies is in danger!
Using Snuff Out...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You eliminate Tremane.
It's super effective!
You kill Tremane!!
You have defeated a hero, and may gain one
of their abilities.
Are you sure you don't wish to gain an
ability? (Y or N)
Your shojo reaches Level 30!
Your cherufe's defense returns to normal.
Your cherufe is no longer stunned.
You begin resting.
Your scarab's defense returns to normal.
Your leib-olmai's defense returns to normal.
Your leib-olmai radiates healing energy.
Your cherufe looks healthier.
Your defense returns to normal.
Your leib-olmai radiates healing energy.
Your cherufe looks healthier.
Your leib-olmai radiates healing energy.
Your cherufe looks healthier.
Rest complete.
You swap places with your leib-olmai.
Travel halted.
There is a shimmering portal to Victory
here. Press 'p', '<', or '>' to change
levels.
Using magic map...
Magic Map can only be aimed at yourself.
Press Enter to execute, Escape to cancel.
You use the magic map.
Save and exit? (Y or N)
Alright then.
Are you sure you want to abandon the current
game? If so, re-enter your summoner's name.
You quit...
--==== Recently Slain Allies ====--
Name : Jinn
Level: 24
MaxHP: 95
MaxSP: 100
Strength: 27
Magic : 48
Vitality: 34
Agility : 27
Cunning : 34
Immune: Fire
Resist: Dark
Weak : Ice Light
Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fireball (Type: Fire, 25 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Disable Mind (Type: Mind, 30 SP. 40 Power attack. Has a 50% chance to inflict Sleep, preventing the target from acting for a few turns or until damaged. Cannot miss.)
4) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
5) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
6) ------------
7) ------------
8) ------------
Name : Leib-olmai
Level: 29
MaxHP: 107
MaxSP: 100
Strength: 68
Magic : 37
Vitality: 45
Agility : 30
Cunning : 15
Resist: Ice Body Mind
Weak : Fire
Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) ------------
7) ------------
8) ------------
Name : Ninkasi
Level: 27
MaxHP: 100
MaxSP: 100
Strength: 21
Magic : 36
Vitality: 36
Agility : 46
Cunning : 46
Resist: Ice Body Mind
Weak : Fire
Abilities Known:
1) Might (Type: Buff, 10 SP. Improves offense by 25%.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
4) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
Name : Immortal Leib-olmai
Level: 29
MaxHP: 114
MaxSP: 100
Strength: 55
Magic : 30
Vitality: 65
Agility : 33
Cunning : 12
Resist: Slash Impact Pierce Ice Body Mind
Weak : Fire
Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
7) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
8) ------------
Name : Fatewarper Yuki-onna
Level: 27
MaxHP: 110
MaxSP: 100
Strength: 24
Magic : 45
Vitality: 24
Agility : 24
Cunning : 68
Immune: Ice
Weak : Fire
Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Wintry Touch (Type: Ice, 20 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Wither Host (Type: Debuff, 40 SP. 85% chance to reduce offense and accuracy by 20%.)
7) Vitiate Host (Type: Debuff, 40 SP. 85% chance to reduce defense and evasion by 20%.)
8) ------------
Name : Basilisk
Level: 30
MaxHP: 87
MaxSP: 100
Strength: 16
Magic : 52
Vitality: 16
Agility : 64
Cunning : 52
Resist: Electricity
Weak : Ice
Abilities Known:
1) Lethal Gaze (Type: Mind, 15 SP. 85 Power attack. Cannot miss. Cooldown: Presence (3))
2) Toxic Touch (Type: Body, 20 SP. 100 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
3) Vile Alchemy (Type: Body, Passive. When you apply Poison to an already Poisoned target, you always increase the Poison stack level if it is not already at the maximum.)
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
5) ------------
6) ------------
7) ------------
8) ------------