Turdak's Sanctum, YASD and ramblings

The tower awaits!

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Mon Jan 23, 2017 2:32 am

Blug I lost a long post and don't feel like typing it up again

http://imgur.com/a/p1Gwe

Major Fairy was surprisingly a cool fusion that worked well!

ANother tower 20 'ghost' win!

Very rich with Capacity III and Hand of the Dead! Had 40k credits lying around at one point.

Is Warded just Solid+Eternal Glory?

Weird AI 'Loop' in those images with Tlaloc- I walk towards him, he walks away. I walk away, he walks forward. The fight wasn't dangerous, so I repeated it a few more times- it reminded me of how chase behavior sometimes operates when it comes to corners so I thought it could be worth a mention.

Raiju had Combust and Ember Heart when I found it, turned it into an excellent Damage Burst/Tank!
Chthonic Ehlose great for slowly grinding enemies to death!

Played with alternate sprites, liked some of them a lot. Could it be possible to choose which sprite set I used for specific demon species, or would that cause slowdown or too much code for not much purpose?

um...

Oh, Adria put up a good showing for once. She dealt too much AoE damage/Guilt Healed for me to fight her 4v1, but fighting her 1v1 with my Chthonic Ehlose while I swapped out healers and renewed Might eventually ground her down.

Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 01/22/2017 18:32:12


Summoner Survivalist...
was chosen by the Hand of the Dead,
selected Dark and Defense as their starting elements,
has earned a score of 46190,
is currently at Tower:20,
and is quite dead!



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

Name : Survivalist
Level: 26
MaxHP: 145
MaxSP: 100

Strength: 4
Magic   : 102
Vitality: 50
Agility : 20
Cunning : 9

Resist: Dark
Weak  : Light

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) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
3) Battle Cry (Type: Buff, 35 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (6))
4) Expose Host (Type: Debuff, 25 SP. 70% chance to reduce defense by 20%.)
5) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (5))
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
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))

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).)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)

Inventory:
1 Bolt glyph
2 Guardian gem
3 Pure gem
2 Bronze offering
1 Meteor rune
2 Blizzard rune
9 Pure stone
8 Heal gem
2 Flame glyph
1 Curse rune
1 Night rune
12 Heal stone
1 Heart glyph
1 Red essence
1 Zephyr card
2 Calm card
1 Peace offering
2 Chakra stone
1 Magic map
1 Chakra gem

Current Credits: 7299

Codex Daemonium Completion
Personal Codex : 49 / 114 (42% complete)



--==== Party Overview  ====--

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

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



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

Name : Colductivity (Fiery Raiju)
Level: 26
MaxHP: 93
MaxSP: 100

Strength: 17
Magic   : 62
Vitality: 17
Agility : 48
Cunning : 36

Immune: Electricity
Resist: Fire
Weak  : Ice Mind

Abilities Known:
1) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
2) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement.)
3) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
4) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (5))
5) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
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) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed by 12%.)
8) Frost Armor (Type: Ice, Passive. When your last action was an Ice ability, you have 25% improved defense.)


Name : Chthonic Ehlose
Level: 23
MaxHP: 102
MaxSP: 100

Strength: 44
Magic   : 10
Vitality: 72
Agility : 17
Cunning : 22

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

Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce offense by 20%.)
2) Warning Cry (Type: Buff, 35 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))
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) Earth Break (Type: Impact, 30 SP. 55 Power attack. Cannot miss.)
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
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) Terrifying (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Panic, causing the target's actions to sometimes be randomized.)


Name : Foul Shoggoth
Level: 25
MaxHP: 119
MaxSP: 100

Strength: 40
Magic   : 11
Vitality: 39
Agility : 22
Cunning : 63

Resist: Impact Ice
Weak  : Fire Mind

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) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) Expose Host (Type: Debuff, 25 SP. 70% chance to reduce defense by 20%.)
6) Distract Host (Type: Debuff, 25 SP. 70% chance to reduce accuracy by 20%.)
7) ------------
8) ------------


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

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

Resist: Ice Body Mind
Weak  : Fire

Abilities Known:
1) Might (Type: Buff, 20 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) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
5) Alluring Gaze (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (10))
6) Charisma (Type: Mind, Passive. Presence cooldown recovers 30% faster when your HP are at more than 50% of maximum.)
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) ------------


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) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
3) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
4) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
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) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
8) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))


Name : Imbued Ruler
Level: 25
MaxHP: 108
MaxSP: 100

Strength: 24
Magic   : 53
Vitality: 39
Agility : 24
Cunning : 35

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) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Battle Cry (Type: Buff, 35 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (6))
7) ------------
8) ------------


Name : ThriceLife (Whirling Scarab)
Level: 22
MaxHP: 73
MaxSP: 100

Strength: 27
Magic   : 20
Vitality: 36
Agility : 61
Cunning : 16

Immune: Light Dark
Resist: Slash Pierce
Weak  : Impact

Abilities Known:
1) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
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) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
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) Slash Dance (Type: Slash, 15 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
7) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
8) Terrifying (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Panic, causing the target's actions to sometimes be randomized.)


Name : TwoSnow (Corrupt Yuki-onna)
Level: 27
MaxHP: 108
MaxSP: 100

Strength: 24
Magic   : 63
Vitality: 24
Agility : 24
Cunning : 50

Immune: Ice Body
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) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
6) 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))
7) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 50% if the damage dealt.)
8) ------------


Name : All The Eggs (Lifebender Aitvaras)
Level: 23
MaxHP: 117
MaxSP: 125

Strength: 16
Magic   : 64
Vitality: 43
Agility : 21
Cunning : 21

Resist: Fire Dark
Weak  : Ice Light

Abilities Known:
1) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)
2) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)



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

 It's super effective!
 Colductivity kills the ikiryo!!
 All The Eggs siphons the soul of the ikiryo.
 It's super effective!
 All The Eggs looks healthier.
 The raiju smites Colductivity.
 ThriceLife slashes the unicorn.
 ThriceLife looks healthier.
 Colductivity is no longer poisoned.
 The unicorn gestures at itself.
 The unicorn looks healthier.
 Colductivity electrocutes the unicorn.
 ThriceLife slashes the unicorn.
 ThriceLife looks healthier.
 The raiju is out of control!
 The raiju bites you.
 You are no longer chilled.
 Colductivity is no longer chilled.
 All The Eggs is no longer chilled.
 ThriceLife is no longer chilled.
 ThriceLife slashes the unicorn.
 ThriceLife kills the unicorn!!
 ThriceLife looks healthier.
 All The Eggs siphons the soul of the
 unicorn.
 It's super effective!
 All The Eggs looks healthier.
 Colductivity bites the raiju.
 All The Eggs gestures at ThriceLife.
 ThriceLife looks healthier.
 ThriceLife swaps places with Colductivity.
 The raiju is out of control!
 The raiju smites you.
 It's super effective!
 You hit the raiju.
 ThriceLife slashes the raiju.
 ThriceLife kills the raiju!!
 ThriceLife looks healthier.
 All The Eggs siphons the soul of the raiju.
 All The Eggs looks healthier.
 Tlaloc is no longer poisoned.
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 You swap places with Colductivity.
 All The Eggs gestures at you.
 You feel better.
 Are you sure you want to abandon the current
 game? If so, re-enter your summoner's name.
 You quit...



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

Name : Sainted Ruler
Level: 24
MaxHP: 99
MaxSP: 100

Strength: 19
Magic   : 58
Vitality: 30
Agility : 19
Cunning : 44

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) Sanction (Type: Light, 30 SP. Only affects enemies whose last action was a magical ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
6) Judge's Mien (Type: Light, Passive. Your Light and Dark attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
7) ------------
8) ------------


Name : Vikhor
Level: 17
MaxHP: 69
MaxSP: 100

Strength: 22
Magic   : 21
Vitality: 21
Agility : 44
Cunning : 27

Resist: Ice Electricity Mind
Weak  : Pierce

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) 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))
3) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Cleave (Type: Slash, 15 SP. 70 Power attack.)
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) ------------
8) ------------


Name : Hob
Level: 20
MaxHP: 91
MaxSP: 100

Strength: 24
Magic   : 39
Vitality: 33
Agility : 21
Cunning : 33

Resist: Ice
Weak  : Fire

Abilities Known:
1) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
2) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
3) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
4) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Angel
Level: 20
MaxHP: 80
MaxSP: 100

Strength: 24
Magic   : 42
Vitality: 30
Agility : 30
Cunning : 24

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


Name : Mananangal
Level: 21
MaxHP: 81
MaxSP: 100

Strength: 12
Magic   : 44
Vitality: 15
Agility : 40
Cunning : 44

Immune: Dark
Resist: Mind
Weak  : Body Light

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
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) ------------
6) ------------
7) ------------
8) ------------


Name : Banshee
Level: 23
MaxHP: 78
MaxSP: 100

Strength: 13
Magic   : 60
Vitality: 26
Agility : 26
Cunning : 40

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) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Sainted Ala
Level: 23
MaxHP: 98
MaxSP: 100

Strength: 15
Magic   : 46
Vitality: 39
Agility : 10
Cunning : 55

Immune: Electricity Light
Resist: Body Dark
Weak  : Fire

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) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (1))
6) Priesthood (Type: None, Passive. Reduces Light and Dark cooldowns by 1 (minimum 0.) Cooldowns reduced to 0 by Priesthood are removed from the ability and no longer restrict its usage.)
7) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
8) ------------


Name : Ben nefilin
Level: 22
MaxHP: 91
MaxSP: 100

Strength: 25
Magic   : 39
Vitality: 32
Agility : 12
Cunning : 52

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) Mind Scream (Type: Mind, 25 SP. 40 Power attack, enemies only. Cannot miss.)
5) ------------
6) ------------
7) ------------
8) ------------


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

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Mon Jan 23, 2017 3:51 am

Hooray on your "ghost" win, but boo on the post being lost to the abyss. :( It happens though, don't blame you for not re-typing it in full.

Faeries are surprisingly good candidates for Maj, now that I think about it. Maj. is the rare example of a high Agility modifier, which stacks well with the Agility/dodging they already possess. The abilities do tend to lean support melee rather than support, but that's not a bad thing: high Agility, up to a point, can replace Strength as damage source (and the modifier does boost Strength a bit anyway) since you have that initial 15% miss rate to train off.

:D Glad Recycle is doing its thing... I don't suppose Consume did anything useful? :( sigh.. need to do that 2nd upgrade pass soon.

Warded is Solid + Eternal Glory, + Healing Factor, and minus element-specific Block abilities, which makes it considerably more likely to get the good stuff out of it.

As a healer, Tlaloc's priority is to keep you in sight at all costs, and to try and keep other allies in sight to the extent possible. So I can understand why he'd follow you forward... just not sure why he followed you back, he should have continued trying to reach your Ehlose. I'll look into this. Thanks for the report on this. :)

Not sure I've seen anyone go for tankmage on a Raiju before, but I can definitely see it working. 130% Speed is a strong argument for any DPS build, and unlike Raicho's 150%, it isn't crippling enough on HP to make tanking entirely out of question if you're willing to invest heavily in it (which, you did, at 6 abilities dedicated to defense.)

Cthonic Ehlose: King of the Resistances... only weak to Fire, and only normal to Mind and Pierce. :D Critters like that guy are why demons have to eventually start leveling slower and force eventual replacement. Letting a player build that monster and keep him around for 10 floors or so is fun times, but if they could last the entire game once created... eeee. :D

It wouldn't be a slowdown issue, re: choosing sprites per character, but it would be a fair chunk of work beyond the current implementation which is basically "LOL which texture atlas do I use for the characters' shared material". I'd also need a UI for choosing it... though I suppose I could work that into character sheets somehow...

I'll keep it in the back of mind on the off chance I think of an easy way to do it, but barring that, yeah, I don't know how quickly I can promise to get to it. :( I'm pretty happy you like some of my sprites though. :D I rarely see people using that set, but I still make them because I enjoy learning how and I've been able to tell I'm getting at least a little better at it.

Congrats again on the ghost win, and thanks for the write up :D
User avatar
Ferret
 
Posts: 1786
Joined: Tue Sep 16, 2014 3:18 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Mon Jan 23, 2017 7:56 am

As I've said in the past, Consume is something that has trouble being of tactical relevance because it's rare that you need a turn-less heal more than you need a demon.

It may well have saved my bacon once this run and I shamefully forgot. But mostly I would say tactically, items fill the role of Consume... I often forget Consume and Recycle are actually separate because Recycle is the one that affects my gameplay.
wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Sun Jan 29, 2017 4:09 am

Died to Anzu on Tower:10- underestimated the Heroic Breath Weapon damage matched up with my Ice weakness.

Though I did get Miadchaoin, I gotta say I think the new Heroic rules have made certain uniques much scarier to get. Which helps parties not look so samey. Which is good!

Not too much to say about this run. I found 3 different modified slimes on tower...3? That were all the same color. I kept the Lifegiver one as my healer the whole game, though it died with me against Anzu.

Used the profane Slime to make a Profane Ogre who was really nice- Dark Omen and Weigh sin, then Malice for smiting. Also Void Touch to to finish off the ever-resilient Madevra. Ogre Mages!
wizzzargh
 
Posts: 353
Joined: Tue Oct 27, 2015 5:31 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Sun Jan 29, 2017 9:20 pm

There's a large number of color variations, but not so large that 3 different modifier applications might get the same color. :D

Ogres were purposefully left with juussst enough Magic and Cunning to both qualify for magic modifiers in the wild and to turn out okay if they get one. :D Most "brutes" have 0.4/level in Magic and Cunning, Ogres have 0.6/level. :D Most magic modifiers will bring them up to at least 1.0/level in the relevant stats: not great necessarily, but it enough to get reasonable performance out of nukes, use high base accuracy debuffs fairly reliably, and still have most of their Ogreish sturdiness. :)
User avatar
Ferret
 
Posts: 1786
Joined: Tue Sep 16, 2014 3:18 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Fri Feb 10, 2017 12:26 am

Actually went for a win instead of a Ghost-Win because frankly, my party would have been a boring ghost encounter.
Image

I went for 'AoE nuke' strategy this run, and did my best to use Light/Dark abilities. Transpose Soul was overkill but I really wanted to try out Sadist's Mien to go with Agony and Punish- but it worked better in theory than in practice. Transpose Soul is one of those upgrades I've seen others praise but personally don't think it's worth it... Probably should've tried Holy Word or something instead. Or just Sudden Chill/Mind Scream... but I had a Charged Asrai pulling Sudden Chill duty until it died twice and I gave up on it.

I found Eternal Glory early but didn't use it all, even once using two Wind cards consecutively rather than let it trigger.

Despite keeping Vikhor around, I hardly used him- I always meant to make a Whirling "Something" but I failed Turdak's link and then never got around to getting a Scarab or Pelesit for a super speed demon.

I also got Soul Armor as my last Upgrade and never used it- but I turned a corner during a Charun link and saw 4 Lethal Yuki-Onna and thought I might have to get Ice and MInd resistance to avoid a sudden, brutal death. But they mostly just shot needles at me so it was fine.

Chthonic Artemis died once when I wasn't paying attention, but otherwise was great. Earth Break+debuff passives works well against pretty much everything. Then Jinn and Pele provided standard AoE nuking.

Earlier in the game I had an Ilomba and a Holy Carbuncle who provided debuffs like Guilt and Defense Down, but I eventually traded them out for Foul things that eventually got exchanged for Fire things.

The second cycle (Maul+Terrifying) ended when an encounter with Charged HuoShuo+Ukobach sent me fleeing into Vikhor's Sanctum and Arcadia unprepared, and rather than earning any demons in either place I only lost them, and I ended up chased by 12 ogres into Anomaly with nothing but a Dryad. Anomaly actually let me recover a bit by getting a Gi and an Aithir, but then I got greedy playing with Corpses and died when a pack spawned on me. I don't know if I could have recovered (I was only level 4 at the time) but it seemed possible.


Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 02/09/2017 04:50:48


Summoner Eternal Dork...
was chosen by the Faithful Heart,
selected Dark and Buff as their starting elements,
has earned a score of 46800,
is currently at Tower:20,
and is still alive!



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

Name : Eternal Dork
Level: 26
MaxHP: 180
MaxSP: 100

Strength: 4
Magic   : 85
Vitality: 95
Agility : 5
Cunning : 11

Resist: Dark
Weak  : Light

Abilities Known:
1) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
2) 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.)
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) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
6) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
7) 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))
8) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 7% of their maximum HP.)

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.)
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.)
Soul Armor (Unlocks the Soul Armor transmutation, which lets you sacrifice a demon to copy its MaxHP modifier, Speed, immunities, resistances, and weaknesses to yourself.)

Inventory:
2 Peace offering
3 Pure gem
9 Pure stone
2 Heart glyph
11 Heal stone
3 Bronze offering
1 Night rune
2 Zephyr card
2 Calm card
3 Frost glyph
1 Guardian gem
1 Chakra stone
2 Bolt glyph
2 Pain glyph
2 Heal gem
1 Silver offering
1 Might gem

Current Credits: 26851

Codex Daemonium Completion
Personal Codex : 50 / 114 (43% complete)



--==== Party Overview  ====--

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

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



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

Name : Vikhor
Level: 20
MaxHP: 78
MaxSP: 100

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

Resist: Ice Electricity Mind
Weak  : Pierce

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) 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) 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).)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
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) Dominator (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)


Name : Pugilism (Chthonic Artemis)
Level: 19
MaxHP: 97
MaxSP: 100

Strength: 34
Magic   : 11
Vitality: 39
Agility : 38
Cunning : 23

Resist: Slash Impact Body Light Dark
Weak  : Pierce

Abilities Known:
1) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
2) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
3) Earth Break (Type: Impact, 30 SP. 55 Power attack. Cannot miss.)
4) 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.)
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) 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.)
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) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)


Name : Gandayah
Level: 18
MaxHP: 91
MaxSP: 125

Strength: 28
Magic   : 34
Vitality: 40
Agility : 19
Cunning : 19

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Tireless (Type: None, Passive. Increases MaxSP by 25.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Lifegiver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
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) Eternal Glory (Type: Healing, Passive. Fully restores HP when HP reaches 0. Cannot be discarded when on cooldown. Cooldown: Soul (90))
8) Warning Cry (Type: Buff, 35 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))


Name : Pele
Level: 26
MaxHP: 111
MaxSP: 125

Strength: 21
Magic   : 70
Vitality: 32
Agility : 32
Cunning : 25

Immune: Fire
Resist: Electricity
Weak  : Ice

Abilities Known:
1) Rain of Fire (Type: Fire, 40 SP. 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
4) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
5) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
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 : Sainted Jinn
Level: 27
MaxHP: 107
MaxSP: 100

Strength: 24
Magic   : 60
Vitality: 30
Agility : 24
Cunning : 47

Immune: Fire Light
Resist: Dark
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) 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) Light Arrow (Type: Light, 25 SP. 85 Power attack. Harmlessly passes through non-enemy targets in its line of fire.)
6) Silence (Type: Light, 25 SP. 50% chance to inflict Mute, which prevents the use of non-physical abilities.)
7) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
8) 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.)


Name : Unicorn
Level: 26
MaxHP: 110
MaxSP: 125

Strength: 32
Magic   : 51
Vitality: 36
Agility : 32
Cunning : 29

Immune: Light
Weak  : Body Dark

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



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

 You manage to extract an ability from the
 damaged relic!
 You can learn Accursed Veil. Accept? (Y or
 N)
 There is a corpse here. You can press 'g' to
 search the corpse.
 You search the corpse...
 You manage to extract an ability from the
 damaged relic!
 You can learn Madness Gaze. Accept? (Y or N)
 There is a corpse here. You can press 'g' to
 search the corpse.
 Using Protect...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You gesture at yourself.
 You feel protected!
 Using Protect...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You gesture at your unicorn.
 Your unicorn looks protected!
 Using Protect...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You gesture at Pele.
 Pele looks protected!
 You search the corpse...
 You find nothing of interest.
 Your defense returns to normal.
 Your unicorn's defense returns to normal.
 Pele's defense returns to normal.
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Using Soul Armor...
 Nevermind then.
 You swap places with Pugilism.
 You swap places with Pele.
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Using Restore Demon...
 Nevermind then.
 Really win the game and start a new cycle?
 (Y or N)
 You win!



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

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) ------------


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

Strength: 19
Magic   : 40
Vitality: 19
Agility : 34
Cunning : 63

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) Vitiate (Type: Debuff, 30 SP. 70% chance to reduce defense and evasion by 20%.)
5) Hinder Host (Type: Debuff, 25 SP. 70% chance to reduce evasion by 20%.)
6) ------------
7) ------------
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) ------------


Name : Foul Mananangal
Level: 25
MaxHP: 99
MaxSP: 100

Strength: 11
Magic   : 39
Vitality: 14
Agility : 37
Cunning : 74

Immune: Dark
Resist: Mind
Weak  : Body Light

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 50% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
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) Hinder Host (Type: Debuff, 25 SP. 70% chance to reduce evasion by 20%.)
6) Distract Host (Type: Debuff, 25 SP. 70% chance to reduce accuracy by 20%.)
7) ------------
8) ------------


Name : Incubus
Level: 26
MaxHP: 107
MaxSP: 100

Strength: 25
Magic   : 28
Vitality: 36
Agility : 40
Cunning : 51

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


Name : Hulking Charun
Level: 26
MaxHP: 124
MaxSP: 100

Strength: 80
Magic   : 23
Vitality: 36
Agility : 30
Cunning : 11

Resist: Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce defense by 20%.)
6) 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.)
7) ------------
8) ------------


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

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Fri Feb 10, 2017 12:54 am

Congrats on the (complete) win wizzzargh :D

That's probably the right approach to take with Eternal Glory: there are times when a personal full HP/SP will save you, and times when it won't. The key to its use is don't let it trigger when it isn't going to actually help. :D

Not surprised the Yuki preferred needles with that modifier: I don't have the stats at work to check, but they have a mild leaning to physical anyway, so they probably thought shooting was a better way to kill you than diving in. With the hit to Magic from a physical modifier, it was probably the right call, though I agree a normal set of them would have probably been more dangerous. :)

Sounds like the 2nd cycle was bad-tempered but exciting. :D Level 4 in Anomaly should hopefully be recoverable, especially if you already had two local recruits. Individual levels aren't supposed to matter all that much: you usually have to have something like a "Shoggoth in Anomaly" type level difference to see major effects from it.

Congrats again on the win, and thanks for the report. :D
User avatar
Ferret
 
Posts: 1786
Joined: Tue Sep 16, 2014 3:18 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Wed Feb 22, 2017 10:25 pm

Died on the last fight (well, my last Ghost Chime that is) on tower 20. Everything was fine, but I went down to 1 HP recruiting an Incubus, summoned a Ruler between me and a Sure-Shot Ogre... only for the Ruler to aggro a just-woken-up Jinn who launched a Fireball at the Ruler, catching 1HP me from around the corner... I should have just eaten a demon, but greed is ever my undoing... and I suppose I was probably just going to suicide anyway so :roll:
Image

I fought Survivalist (My own Ghost!) Usul (A titan's Fist ghost I've fought before) and it was the Jinn of some player called Soh who got me.
I couldn't fight Antoria this run until I picked up a Ikiryo from a Ghost- then I was planning to send Saint Tlaloc to Vigor Siphon him to death.
I think Adria has finally made it to 'threatening' tier. Once again I had to fight her in a long, drawn out battle between her, my Light/Dark immune Tlaloc, a healer, and myself throwing Mind Twists at her. Trying to overwhelm her just doesn't work if your team is Guilt-susceptible... she kinda reminds me of Madevra, how more demons against her just equals more Guilt-healing, not more damage.

Pele and Tlaloc refused to use AoE cold attacks against Adria and went in for fisticuffs at 100SP... but I'm pretty sure you were addressing AoE AI to prevent this sort of thing against heroes so I'm not worried.

I went for a Cunning build this run and had a great deal of fun. I started out with the Paralyzing Bite and played around a bit with Poison Veil and Venomous, but eventually due to not being well suited for melee, I transitioned into a split of Mind/Body around Turdak's area and used Autoantipathy and Madness Glare and even Muddle for some time. But with such high Cunning, I found Mind Twist was actually plenty good for Panicking people, and so I ended up with Reaper Omen from a Corpse and Inquisition from Adria.
Image

I also really liked Vile Dance, Sepsis Wave and Flesh Rot together, and Weaken Host is great for party survivability. Sepsis Wave in particular really shone against valid packs(and sometimes even Body-Resistant ones), I take back anything rude I may have said about it. I also decided to ditch Vigorous and pass on Ritualist in favor of more giant cool debuffs and it was mostly fine- I could eat my demons for SP or use one of my dozens of items. Debuffing is a fun strategy, though I must admit I had quite a few magic nukers who were pulling most the weight...

Image
My Major Ghoul was pretty solid the whole game, but my party weaknesses were pretty split between Fire and Ice. There aren't too many Ice enemies, but I had some close calls when I walked into fire packs with Ninkasi, Ghoul, and Shoggoth. Actually once had to resort to Calm+Wind cards to escape.

The Cursed Shoggoth was an Anomaly find, and while I didn't care much for the modifier, I had it help me with Infection and it did seem to Dazzle people more often. It is called Slinerohin because I had to feed it a Slime, a Nero, and Ruhin.

Image
This Asrai (Asrai can stick with you for a long time just because of their ridiculous Magic) was a replacement for a Hail Shotting Raicho I had for a long time, but it had gotten a little underleveled.

I also had a Whirling Dipsas... but it was one I had picked up from my own ghost on tower 10 or 15, not one I made myself. I hardly ever used it, but I really hope all my Whirling Dipsas are propagating through the Tower and other people are seeing them... I think they're a really fun early fusion.

Did I mention I was once again, filthy rich? I managed to Soul Armor a Banshee on a whim. A whim! Still, Recycle is only good if you're doing good, so I don't think it needs a nerf or anything.

Image

Also, I found Sublimate on a corpse and played with it and my Asrai a bit. I had no idea this skill existed... always cool to find out I don't know the tower as well as I thought after all!

Also, I take back what I said about Blessed being lame when it was 'diluted' by junk like Intent, Fervor, Prepare, Fade, etc. Sure those abilities are a bit lame, but I think it's dangerous to have Might and Protect be so common. Now Blessed is good but it's kinda boring and the same every time... that's right this is another 'Wizz rants inconsistently about buffs' post. :roll:

EDIT: But wait, I recall something more interesting! In Ninkasi's Sanctum I walked into a weird double encounter of Bandits, Imbued Oni and Kuchisake and weirdly enough, an Imbued Lilim and Mananangal. Fortunately I had Python and a Shoggoth and Banshee Soul Armor so we were fairly resistant to all that impact damage. But my nukers kept getting Silenced and my Ghoul and Dipsas didn't have the survivability to last against that horde, so I was driven into a corner and deleted Python not for Recycle, but for Consume! It was the difference between life and death, so there you have it- actual anecdotal evidence of Consume being useful!
I also had to eat my Whirling Dipsas in the ghost fight against Survivalist but since Tower:20 ghosts are special horrors that you call down on yourself, that seemed like it was less relevant for the question of 'Is Consume a Useful Upgrade?'

Code: Select all
Demon Party Dump File
Version 1/7/2017, Scoring Model: 12/11/2016
Dump file created at: 02/22/2017 14:58:04


Summoner Art...
was chosen by the Hand of the Dead,
selected Pierce and Mind as their starting elements,
has earned a score of 46720,
is currently at Tower:20,
and is quite dead!



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

Name : Art
Level: 26
MaxHP: 110
MaxSP: 100

Strength: 16
Magic   : 4
Vitality: 35
Agility : 11
Cunning : 124

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

Abilities Known:
1) 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.)
2) 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))
3) Weaken Host (Type: Debuff, 25 SP. 70% chance to reduce offense by 20%.)
4) Arrest Host (Type: Body, 35 SP. 35% chance to cause Paralysis, causing the targets to frequently miss their turns.)
5) Reaper Omen (Type: Dark, 35 SP. 50% chance to inflict Pariah on enemy targets, causing the targets' allies to take damage when any of the targets do (excluding reactions).)
6) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
7) Inquisition (Type: Light, 35 SP. 50% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
8) Sepsis Wave (Type: Body, 25 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times). Can't miss.)

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:
7 Pain glyph
4 Curse rune
1 Peace offering
3 Heal gem
2 Guardian gem
9 Chakra stone
2 Blizzard rune
1 Chakra gem
5 Pure stone
1 Pure gem
2 Frost glyph
2 Calm card
1 Might gem
1 Orange essence
1 Tempest rune
1 Zephyr card
7 Heal stone
1 Bolt glyph

Current Credits: 23998

Codex Daemonium Completion
Personal Codex : 56 / 114 (49% complete)



--==== Party Overview  ====--

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

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



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

Name : Tomb Burster (Maj. Ghoul)
Level: 22
MaxHP: 108
MaxSP: 100

Strength: 42
Magic   : 10
Vitality: 33
Agility : 47
Cunning : 28

Resist: Body Mind
Weak  : Fire Light

Abilities Known:
1) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 15% of their maximum HP.)
3) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
4) Earth Break (Type: Impact, 30 SP. 55 Power attack. Cannot miss.)
5) Reviving Cut (Type: Slash, 15 SP. 70 Power attack. Briefly bestows Regeneration on you or a nearby ally, restoring health over time.)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (5))
8) Might (Type: Buff, 20 SP. Improves offense by 25%.)


Name : Slinerohin (Cursed Shoggoth)
Level: 27
MaxHP: 127
MaxSP: 100

Strength: 42
Magic   : 12
Vitality: 42
Agility : 24
Cunning : 65

Resist: Impact Ice
Weak  : Fire Mind

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) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. 50% accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) Weaken (Type: Debuff, 15 SP. 70% chance to reduce offense by 20%.)
6) Protect (Type: Buff, 20 SP. Improves defense by 25%.)
7) Contagion (Type: Body, 15 SP. Must target an Infected character. 70% chance to Infect an enemy near the target. Free action. Cooldown: Cantrip (3))
8) Filth Veil (Type: Body, Reactive. 35% chance to Infect adjacent characters that deal damage to you, which hinders HP and SP recovery.)


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) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
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) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Mending (Type: Healing, 25 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
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: 25
MaxHP: 108
MaxSP: 100

Strength: 21
Magic   : 68
Vitality: 31
Agility : 31
Cunning : 24

Immune: Fire
Resist: Electricity
Weak  : Ice

Abilities Known:
1) Rain of Fire (Type: Fire, 40 SP. 85 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration.)
2) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
3) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
4) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
5) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
6) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
7) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed by 12%.)
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 : 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) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
3) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
4) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
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) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10.)
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))


Name : Usul (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) ------------


Name : Lifebender Ruler
Level: 26
MaxHP: 117
MaxSP: 100

Strength: 20
Magic   : 62
Vitality: 49
Agility : 20
Cunning : 29

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) Lightning Bolt (Type: Electricity, 30 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
4) Affection (Type: Healing, 25 SP. 60-125 Power heal, based on your remaining HP (more HP = higher Power).)
5) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
7) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
8) ------------


Name : Incubus
Level: 26
MaxHP: 107
MaxSP: 100

Strength: 25
Magic   : 28
Vitality: 36
Agility : 40
Cunning : 51

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



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

 The incubus is still charmed!
 Ninkasi shouts a rallying cry.
 Ninkasi looks healthier.
 Usul looks healthier. You feel better.
 Tlaloc looks healthier.
 The jinn throws a flame arrow at Usul.
 The jinn burns Usul.
 It isn't very effective.
 The ogre hits Usul.
 It isn't very effective.
 Usul is no longer stunned.
 Usul bites the ogre.
 The ogre will regenerate longer!
 One of your allies is in danger!
 Using Dismiss...
 Nevermind then.
 Using Dismiss...
 You unsummon Tlaloc!
 The incubus is no longer charmed.
 The incubus drains Ninkasi.
 It isn't very effective.
 The incubus looks healthier.
 Ninkasi gestures at Usul.
 Usul looks healthier. The jinn smites Usul.
 It's super effective!
 The ogre hits Usul.
 It isn't very effective.
 Usul smites the ogre.
 The ogre will regenerate longer!
 Using Activate Link...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Failing this link attempt will have serious
 consequences! Are you ready to proceed? (Y
 or N)
 You attempt to link with the incubus...
 You unsummon Ninkasi! You unsummon Usul!
 The incubus joins your party!!
 Incubus was added to your personal Codex
 Daemonium. Tlaloc reaches Level 29!
 You are in danger!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You summon your ruler!
 The jinn burns your ruler.
 The jinn burns you.
 You die...



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

Name : Angel
Level: 19
MaxHP: 79
MaxSP: 100

Strength: 23
Magic   : 41
Vitality: 29
Agility : 29
Cunning : 23

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


Name : Mindbender Impundulu
Level: 25
MaxHP: 95
MaxSP: 100

Strength: 20
Magic   : 48
Vitality: 19
Agility : 34
Cunning : 54

Immune: Mind
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) Alluring Gaze (Type: Mind, 25 SP. 65% chance to cause Charm, turning the target against its allies. Cooldown: Presence (10))
5) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
6) ------------
7) ------------
8) ------------


Name : Cryogenics (Lifegiver Asrai)
Level: 17
MaxHP: 86
MaxSP: 125

Strength: 8
Magic   : 53
Vitality: 24
Agility : 28
Cunning : 22

Immune: Ice
Weak  : Fire

Abilities Known:
1) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed by 12%. Cannot miss.)
2) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10.)
3) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
7) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed by 12%.)
8) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))


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 : Corrupt Angel
Level: 9
MaxHP: 51
MaxSP: 100

Strength: 12
Magic   : 31
Vitality: 15
Agility : 15
Cunning : 22

Immune: Body 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) Arrest Host (Type: Body, 35 SP. 35% chance to cause Paralysis, causing the targets to frequently miss their turns.)
6) Life Drain (Type: Body, 30 SP. 85 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
7) ------------
8) ------------


Name : Demas
Level: 23
MaxHP: 101
MaxSP: 100

Strength: 19
Magic   : 47
Vitality: 46
Agility : 13
Cunning : 40

Immune: Fire
Resist: Electricity
Weak  : Ice

Abilities Known:
1) 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.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) Pyrokinesis (Type: Fire, 20 SP. Must target an Ignited character. Only affects enemies. 40 Power attack. Has a 33% chance to Ignite the targets, causing damage over a short duration. Cannot miss. Free action. Cooldown: Cantrip (2))
4) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 turn.)
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) Retch (Type: Body, 10 SP. Must target a character with Infection, Poison, or Paralysis. 40 Power attack. Delays the target's next turn, and adds 2 turns of Breath cooldown. Cannot miss. Free action. Cooldown: Cantrip (2))
7) ------------
8) ------------


Name : Snekondhand (Whirling Dipsas)
Level: 22
MaxHP: 81
MaxSP: 100

Strength: 29
Magic   : 18
Vitality: 20
Agility : 61
Cunning : 32

Resist: Electricity
Weak  : Ice

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Spin Slash (Type: Slash, 10 SP. 70 Power attack. Also considered a movement ability.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) 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) 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).)
6) 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.)
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 : Jayle (Ionic Raiju)
Level: 25
MaxHP: 90
MaxSP: 100

Strength: 17
Magic   : 60
Vitality: 16
Agility : 47
Cunning : 35

Immune: Electricity
Resist: Fire
Weak  : Ice Mind

Abilities Known:
1) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 12% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 20 SP. 55 Power attack. Has an 8% chance to inflict Shock, causing the targets to miss their next turn. Cannot miss.)
5) Storm Heart (Type: Electricity, Passive. Reduces the SP cost of Electricity abilities by 5 if you used an Electricity ability last turn.)
6) Arcing Touch (Type: Electricity, 20 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
7) Fervor (Type: Buff, 5 SP. Briefly improves offense by 25%. Free action. Cooldown: Cantrip (5))
8) ------------


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

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Fri Feb 24, 2017 4:20 pm

Ouch :( Even for Tower:20 that's a mean thing to have happen.

Holy crap. :D I finally got her working halfway decently then? I thought I maybe had, but I was scared to say it because I'd said it like 6390 times before and been wrong 6394 of those times. :P

Yeah, the AI should be considerably better about using AEs on heroes in the next build. :) It may not be perfect yet (I loathe making major AI changes because there pretty much are always going to be bugs :P ), but it should be better on this point.

I'm trying to remember, had you ever done a direct debuff build of this sort before? Pretty sure you've done Dirty Needles or Veil, but can't remember if you've done one like this previously. :D I'm glad you had fun with it though. :) A friend of mine used to have a ridiculous amount of fun with Sepsis Wave builds, he laughed like crazy using it to fumigate the dungeon. Interestingly, Sepsis Wave is getting a couple of new friends in the next build: Terror Wave (low HP = Panic), and Somnia Wave (very low SP = Sleep). Both are found in the new floors at the top of the Tower. :D

Hungry Shoggoth was hungry. :P Cursed isn't necessarily a bad mod for them though, the +Cunning is no bad thing. :)

Finding abilities you didn't know existed will probably be a fair bit more common next build. :D Over 160 abilities are being added, but only about 50 of them will spawn directly as part of demon ability lists. The rest will only be on modifier lists, which makes them much rarer. :) The only slight frowny is that a fair bit of the new stuff was added just to fill out the modifier lists for Tier 3; those you won't be able to find until Tower:21+. There are still a goodly number that will show up earlier though, and as the Tower continues to grow, access to the Tier 3 ones will improve.

I'm glad Consume saved you, but I still will probably try to upgrade it somehow (no pun intended) when I do the second pass on upgrades, I've always held it is useful even in its current form (and not just for letting enemy summoners be jerks who eat all their pets before you can recruit any :P ), but not many other players seem to agree. (Though, you did also mention you were eating demons for SP as opposed to having SP related abilities...)

Congrats on another "ghost win", even if it maybe wasn't as intentional :P , and thanks for the report!
User avatar
Ferret
 
Posts: 1786
Joined: Tue Sep 16, 2014 3:18 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Sat Apr 08, 2017 11:45 am

After a series of splats to Jiang Shi, Turdak, Miadchaoin, and other more shameful things like Redcap rocks I managed to crawl to victory.

I had forgotten just how rich I get with Recycle- after my earlier SEPI splatting, this character was able to muck around with all sorts of extravagant things, like Banshee Soul Armor (And I almost went for Chthonic Ehlose armor after that, just to say I did) and making a Dancing Turdak.

As a buff build, finding a Dipsas in Arcadia and Vikhor let me pull off my 140% speed Whirling Dipsas secret tech, and with Haste and Mobility from the vanity fusion, nothing could stand before the hyperspeed skeleton and snake. Naturally movespeed attackers are prone to dying abruptly once they get outleveled and they get stunned/run out of mana and that eventually happened (I only revived Turdak, leaving the Dipsas behind). I meant to give them Bloodlust so they didn't run out of SP, but alas, I ate Artemis for credits, fused Python into an Ehlose, killed the one pack of centaurs I met, and then had to make do without it. I also had a brief affair with a Dancing Scarab, but I never fully outfitted it with skills so when it died, it didn't get revived. But I had a speedy team for a while.
Image

I was a Vitality/Strength buffbuild, but I actually waded in to Earth Break quite a bit, which was unusual for an Orb of Power. I was doing that even before I 'Fixed' my physical vulnerabilities. Buff builds really shine when paired with dancers, I think. Nothing like seeing your dudes leap across the screen and obliterate the enemy before you even finish buffing them.


Had a very long battle with the vampiric summoner. Both teams had strong healers (she had loadsa 'Savior' fusions) and I had plenty of dark-resistance to hold off her bad touches.

I also got a Shojo from a ghost on a lower floor that was quite nice. The difference between using a repurposed Ruhin as a healer and a Shojo is a stark contrast.

Antoria sent me running this game, though normally I don't have many problems with him.

The really notable encounters were my encounters with the FIrestarter wraiths of One Eye Joe... I didn't kill either and almost died to both. I soon realized that I couldn't get any damage or debuffs to stick around and had to abandon half a level because of the first ghost- a Power was after me and was smashing my face despite said face being physical-resistant. Most my demons were nearly dead so summoning to block my escape wasn't an option, and Essences didn't really help me so much as they distracted me from casting Haste and running...

The second ghost was even more fearsome, and I went into more detail in the other thread. Suffice it to say that his team never revealed too many demons with the same weakness at one time to me, level 37 jotunns are serious business, and not even Miracles and Item spam could overcome the insane healing and staying power of the second Firestarter. But I had at least been wise enough to fight near the victory portal, so.
Image

Oh- I found Mending Aura on a corpse. That's a great skill- like having a free Heal Gem every fight.
Code: Select all
Demon Party Dump File
Version 3/31/2017, Scoring Model: 3/31/2017
Dump file created at: 04/08/2017 04:29:47


Summoner Orb of Fist...
was chosen by the Orb of Power,
selected Buff and Mind as their starting elements,
has earned a score of 56703,
is currently at Tower:23,
and is still alive!



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

Name : Orb of Fist
Level: 29
MaxHP: 142
MaxSP: 100

Strength: 79
Magic   : 21
Vitality: 77
Agility : 16
Cunning : 17

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

Abilities Known:
1) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
2) Might (Type: Buff, 20 SP. Improves offense by 25%.)
3) Guarding Cry (Type: Buff, 25 SP. Briefly improves defense by 25% for you and your allies. Cooldown: Presence (6))
4) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
5) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) Mending Aura (Type: Healing, 25 SP. Only affects wounded allies who are not Mended. 150 Power heal. Applies Mended.)

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).)
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:
1 Ghost chime
3 Pain glyph
1 Flame glyph
3 Zephyr card
2 Silver offering
3 Peace offering
6 Pure stone
2 Frost glyph
16 Heal stone
2 Heal gem
1 Tempest rune
1 Calm card
1 Heart glyph
1 Bronze offering
2 Pure gem

Current Credits: 31804

Codex Daemonium Completion
Personal Codex : 51 / 135 (37% complete)



--==== Party Overview  ====--

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

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



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

Name : Chthonic Ehlose
Level: 24
MaxHP: 102
MaxSP: 100

Strength: 46
Magic   : 11
Vitality: 73
Agility : 17
Cunning : 23

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

Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce offense by 20%.)
2) Warning Cry (Type: Buff, 25 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (6))
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) Last Defense (Type: Defense, Passive. Increases defense by 100% when your health is at 25% or less of maximum.)
5) Evadebreaker (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to reduce evasion by 20%.)
6) Lux (Type: Light, 25 SP. Only affects enemies. Has a 50% chance to apply Guilt, and a 35% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (4))
7) ------------
8) ------------


Name : Pele
Level: 28
MaxHP: 118
MaxSP: 100

Strength: 23
Magic   : 73
Vitality: 34
Agility : 34
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, 35 SP. Attenuated 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) Lux (Type: Light, 25 SP. Only affects enemies. Has a 50% chance to apply Guilt, and a 35% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (4))
8) ------------


Name : Tlaloc
Level: 31
MaxHP: 128
MaxSP: 100

Strength: 29
Magic   : 75
Vitality: 49
Agility : 28
Cunning : 24

Immune: Ice Electricity Dark
Weak  : Fire Light

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
2) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
3) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
4) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
5) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
6) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)


Name : Virtue
Level: 31
MaxHP: 99
MaxSP: 100

Strength: 16
Magic   : 100
Vitality: 16
Agility : 24
Cunning : 49

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

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Grace (Type: Buff, 30 SP. Briefly improves accuracy and evasion by 25%.)
3) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (2))
4) Lux (Type: Light, 25 SP. Only affects enemies. Has a 50% chance to apply Guilt, and a 35% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (2))
5) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
6) ------------
7) ------------
8) ------------



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

 The jotunn looks refreshed.
 You feel like you will be cold longer!
 Your ehlose will be shivering longer!
 The jotunn looks refreshed.
 One of your allies is in danger!
 There is a shimmering portal to Victory
 here. Press 'p', '<', or '>' to change
 levels.
 Your ehlose hits Firestarter.
 Your ehlose's speed returns to normal.
 Tlaloc meditates. Tlaloc looks refreshed.
 The unicorn meditates.
 The unicorn looks refreshed.
 Firestarter stares at your ehlose.
 Your ehlose will be burning longer!
 Firestarter stares at your ehlose.
 Firestarter looks healthier.
 The jotunn looks refreshed.
 The mananangal looks refreshed.
 Firestarter looks refreshed.
 The unicorn looks refreshed.
 The mananangal throws a shining arrow at
 Tlaloc. The mananangal smites Tlaloc.
 It's super effective!
 Tlaloc looks refreshed.
 Your ehlose hits Firestarter.
 Firestarter looks less evasive!
 The jotunn hammers you.
 It isn't very effective.
 The jotunn hammers your ehlose.
 It isn't very effective.
 The jotunn freezes you.
 It isn't very effective.
 You feel more tired.
 The jotunn looks refreshed.
 The jotunn freezes your ehlose.
 It isn't very effective.
 The jotunn looks refreshed.
 You feel like you will be cold longer!
 Your ehlose will be shivering longer!
 The jotunn looks refreshed.
 Some of your allies are in danger!
 Using bronze offering...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.
 Really win the game and start a new cycle?
 (Y or N)
 You win!



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

Name : Incubus
Level: 28
MaxHP: 110
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) ------------
6) ------------
7) ------------
8) ------------


Name : Shikigami
Level: 17
MaxHP: 67
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) ------------
6) ------------
7) ------------
8) ------------


Name : Yuki-onna
Level: 28
MaxHP: 106
MaxSP: 100

Strength: 30
Magic   : 58
Vitality: 30
Agility : 30
Cunning : 42

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. 65% 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) ------------
7) ------------
8) ------------


Name : Yuki-onna
Level: 27
MaxHP: 103
MaxSP: 100

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

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. 65% 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) ------------
7) ------------
8) ------------


Name : Sulfuric Charun
Level: 28
MaxHP: 115
MaxSP: 100

Strength: 62
Magic   : 46
Vitality: 30
Agility : 32
Cunning : 20

Immune: Fire
Resist: Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 20 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Set Alight (Type: Fire, 20 SP. 40 Power attack. Has a 100% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
6) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
7) Lux (Type: Light, 25 SP. Only affects enemies. Has a 50% chance to apply Guilt, and a 35% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (4))
8) ------------


Name : Dancing Turdak
Level: 25
MaxHP: 92
MaxSP: 100

Strength: 31
Magic   : 16
Vitality: 25
Agility : 63
Cunning : 40

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

Abilities Known:
1) Spin Slash (Type: Slash, 15 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) 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) 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) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
8) Alluring Veil (Type: Mind, Reactive. 20% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Firestarter (Shojo)
Level: 32
MaxHP: 125
MaxSP: 125

Strength: 42
Magic   : 51
Vitality: 51
Agility : 16
Cunning : 50

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) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
7) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
8) Lux (Type: Light, 25 SP. Only affects enemies. Has a 50% chance to apply Guilt, and a 35% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (4))


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

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 15 guests

cron