Turdak's Sanctum, YASD and ramblings

The tower awaits!

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Mon May 14, 2018 12:46 am

Spiny veil was just there for storage

Anyhow, I left probably the first Tower:23 ghost. It's heavy on the mind status spam, so beware.
Image

Not too much to say about this run- it started as a healing slash crown of glory, turned into leadership/wild Frenzy/crusader/Crippler build that mostly just supported nukers and spammed Charm. Was one of those builds that goes really well until you miss a few times with hits and status effects, then things can go bad fast. I kinda wish I had Far Summon so I could use Wild Frenzy without hitting my own demons, but unsummoning ones that got too cozy and then relying on Aux Power was good too.

I did try the Aux Power though, and it worked well with the wild frenzy+leadership abilities, since I'd give my single summoned ally a few extra turns whenever I frenzied in the middle of an enemy pack, allowing it to Meditate a bunch, or heal me if Crusader wasn't working, or do something mean on its own. It also helped with certain links like Phoenix.

I ended up with Aux Power II and Aux Guard I with Guard coming in last, because I thought it was more important to get Wild Frenzy doing better damage than it was to shrug off damage. Aux III doesn't seem workable for most builds, since you'd have no demons summoned and only be 'half' heroic, and I run into trouble occasionally even in full heroic links with an ally.

One exception might be an Aux Power 3 build similar to the One Snuff Man build, aiming to instakill foes.
Code: Select all
Demon Party Dump File
Version 5/11/2018, Scoring Model: 5/11/2018
Dump file created at: 5/13/2018 6:31:26 PM


Summoner Healing Blad...
was chosen by the Crown of Glory,
selected Healing and Buff as their starting elements,
has earned a score of 65054,
is currently at Tower:23,
and is quite dead!



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

Name : Healing Blad
Level: 31
MaxHP: 140
MaxSP: 100

Strength: 76
Magic   : 9
Vitality: 30
Agility : 80
Cunning : 30

Resist: Light
Weak  : Dark

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) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
3) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
4) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
5) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
6) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
7) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
8) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)

Relic Upgrades:
Quick Summon (Your first Summon each turn is a free action (can use Summon as a normal action afterwards.))
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Aux Power II (Increases damage and healing dealt by 34% and reduces SP costs and cooldowns by 17% per empty summon slot, up to a 67% increase and 34% reduction respectively. No effect when Heroic.)
Aux Guard I (Reduces incoming damage and increases status resistance by 17% per empty summon slot, up to 17%. No effect when Heroic.)

Inventory:
2 Frost glyph
4 Heal gem
5 Chakra stone
1 Venom rune
1 Calm card
1 Zephyr card
6 Peace offering
1 Gold offering
2 Heart glyph
1 Might gem
10 Heal stone
1 Guardian gem
2 Bolt glyph
1 Meteor rune
4 Pure stone
3 Flame glyph
1 Pain glyph
1 Pure gem
1 Bronze offering

Current Credits: 2400

Codex Daemonium Completion
Personal Codex : 66 / 153 (43% complete)



--==== Party Overview  ====--

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

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



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

Name : Brewmaster Tlaloc
Level: 31
MaxHP: 126
MaxSP: 100

Strength: 23
Magic   : 77
Vitality: 46
Agility : 23
Cunning : 36

Immune: Ice Electricity Dark
Resist: Body Mind
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 slightly.)
2) Storm Strike (Type: Electricity, 20 SP. 85 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
7) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))


Name : Radiant Charun
Level: 31
MaxHP: 128
MaxSP: 100

Strength: 67
Magic   : 46
Vitality: 53
Agility : 26
Cunning : 13

Resist: Fire Light Dark
Weak  : Electricity

Abilities Known:
1) Grand Slam (Type: Impact, 15 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) Light Veil (Type: Light, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 40 Power attack. Cannot miss.)
6) 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.)
7) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
8) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)


Name : Mindbender Ruler
Level: 30
MaxHP: 113
MaxSP: 125

Strength: 22
Magic   : 59
Vitality: 35
Agility : 22
Cunning : 62

Immune: Mind Light
Resist: Electricity
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
3) Might (Type: Buff, 10 SP. Improves offense by 25%.)
4) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


Name : Rime Witch Eye killer
Level: 30
MaxHP: 102
MaxSP: 100

Strength: 26
Magic   : 55
Vitality: 22
Agility : 35
Cunning : 62

Immune: Electricity
Resist: Ice Mind Dark
Weak  : Light

Abilities Known:
1) Shock Blast (Type: Electricity, 25 SP. 100 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
3) Muddle Host (Type: Mind, 35 SP. 50% chance to inflict Panic, causing the targets' actions to sometimes be randomized.)
4) Furious Rage (Type: None, Passive. Increases SP regeneration by 200% when your health is at 50% or less of maximum and your last action was a damaging ability.)
5) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
6) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
7) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
8) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))


Name : Brewmaster Unicorn
Level: 28
MaxHP: 110
MaxSP: 100

Strength: 27
Magic   : 59
Vitality: 37
Agility : 27
Cunning : 40

Immune: Light
Resist: Body Mind
Weak  : 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) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


Name : Ya-te-veo
Level: 30
MaxHP: 127
MaxSP: 100

Strength: 60
Magic   : 16
Vitality: 48
Agility : 32
Cunning : 44

Immune: Mind
Weak  : Ice Body

Abilities Known:
1) Snatch (Type: Matter, 30 SP. Can be used while Muted. Must target a character. Pull the target to you with a 85 Power attack. Inflicts Held, which reduces accuracy, evasion, and movement speed. Cooldown: Charge (8))
2) Razor Whip (Type: Slash, 10 SP. 70 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
3) Razor Lashes (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
4) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
5) Tangling Veil (Type: Matter, Reactive. 35% chance to inflict Held on adjacent characters that deal damage to you, which reduces accuracy, evasion, and movement speed (can stack three times.))
6) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
7) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)



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

 receive a new one. Continue? (Y or N)
 Your eye killer receives Ritualist from Tlaloc!
 Your eye killer has too many abilities and must
 delete 1.
 Really delete Flash Shock? (Y or N)
 You delete Flash Shock from your eye killer!
 Nevermind then.
 Using Copy Ability...
 Copy Eternal Glory to yourself for 2624 C? (Y or
 N)
 You will have to delete an ability to receive a
 new one. Continue? (Y or N)
 You receive Eternal Glory from your eye killer!
 You have too many abilities and must delete 1.
 Really delete Bloodlust? (Y or N)
 You have too many abilities and must delete 1.
 Really delete Parry? (Y or N)
 You delete Parry from yourself!
 Nevermind then.
 Using Copy Ability...
 Copy Cleric's Mien to your charun for 1184 C? (Y
 or N)
 Your charun receives Cleric's Mien from your
 ruler!
 Nevermind then.
 Using Restore Demon...
 Press Enter to restore this demon for 8040 C, or
 press Escape to cancel.
 Your ya-te-veo rejoins your party!!
 Using Copy Ability...
 Copy Eternal Glory to your ya-te-veo for 1280 C?
 (Y or N)
 Your ya-te-veo receives Eternal Glory from your
 eye killer!
 Nevermind then.
 Using Copy Ability...
 Copy Calm to your ya-te-veo for 1280 C? (Y or N)
 Your ya-te-veo receives Calm from your ruler!
 Nevermind then.
 Using ghost chime...
 Ghost Chime can only be aimed at yourself. Press
 Enter to execute, Escape to cancel.
 You use the ghost chime.
 You feel a chill...
 ...but it passes after a moment.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Are you sure you want to abandon the current
 game? If so, re-enter your summoner's name.
 You quit...



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

Name : Baba Yaga
Level: 34
MaxHP: 120
MaxSP: 100

Strength: 17
Magic   : 72
Vitality: 38
Agility : 21
Cunning : 72

Immune: Mind Dark
Resist: Ice Light
Weak  : Fire

Abilities Known:
1) Vigor Steal (Type: Dark, 35 SP. 85 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Energy Siphon (Type: Body, 0 SP. Drains the target's SP by 10%, restoring your own SP by 66% of the amount drained. Cannot miss.)
3) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed slightly. Cannot miss.)
4) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
5) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 50% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
6) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
7) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
8) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))


Name : Rime Witch Eye killer
Level: 30
MaxHP: 102
MaxSP: 100

Strength: 26
Magic   : 55
Vitality: 22
Agility : 35
Cunning : 62

Immune: Electricity
Resist: Ice Mind Dark
Weak  : Light

Abilities Known:
1) Shock Blast (Type: Electricity, 25 SP. 100 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
3) Flash Shock (Type: Electricity, 10 SP. 40 Power attack. Has a 20% chance to inflict Shock, causing the target to miss their next turn. Free action. Cooldown: Cantrip (3))
4) Muddle Host (Type: Mind, 35 SP. 50% chance to inflict Panic, causing the targets' actions to sometimes be randomized.)
5) Furious Rage (Type: None, Passive. Increases SP regeneration by 200% when your health is at 50% or less of maximum and your last action was a damaging ability.)
6) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
7) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed slightly. Cannot miss.)
8) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)


Name : Mindbender Ruler
Level: 30
MaxHP: 113
MaxSP: 125

Strength: 22
Magic   : 59
Vitality: 35
Agility : 22
Cunning : 62

Immune: Mind Light
Resist: Electricity
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
3) Might (Type: Buff, 10 SP. Improves offense by 25%.)
4) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Major Pain (Type: Mind, 25 SP. 55 Power attack. Has two 70% chances to delay the next turn of the target. Cannot miss.)
7) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Savior Mananangal
Level: 23
MaxHP: 100
MaxSP: 100

Strength: 10
Magic   : 54
Vitality: 29
Agility : 35
Cunning : 37

Immune: Dark
Resist: Mind
Weak  : Body Light

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 85% 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) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
6) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
7) ------------
8) ------------


Name : Brewmaster Unicorn
Level: 28
MaxHP: 110
MaxSP: 100

Strength: 27
Magic   : 59
Vitality: 37
Agility : 27
Cunning : 40

Immune: Light
Resist: Body Mind
Weak  : 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) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


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

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Tue May 15, 2018 2:13 am

Congrats on the ghost win. :D

I'm happy you found some use for a build revolving around using only a single demon. :) Part of my reasoning in releasing Aux Power and Aux Guard available before you could actually max them was to encourage people to try "partial Heroism" out. :D

Yeah, Aux III probably won't be viable until you can do III+III and be fully heroic. Notably, I expect that to work better than the Heroic links do: being able to summon a healer demon to fix you up and only drop 1/3 of Heroism for it will be pretty nice. It'll be nicer still if you have Quick Summon, Quick Dismiss, and/or Far Summon to help it along. (Granted, I don't if even the new upgrade system + current content will offer enough Upgrade Points for all that. :D We'll see.)

Thanks for the report. :D

Edit: Any comments on the changes to rare spawn rates? :D
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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Wed May 16, 2018 8:42 am

Aux power works well with the Snuff Out Build, naturally. Died because I thought since I was hasted I had 1 more turn to summon before I turned to stone, I didn't. I may be too lazy to check status lengths but they're a nice feature.

Image
I had vague plans to go for Exterminate but I think that's only in tier 3 body modifier, and it doesn't work with Exorcists/Demon's mien, so this was probably better.

Image
...though not unstoppable

Though unpleasantly vulnerable to status induced deaths, I was doing fairly well with Ninkasi as healer, buffer, debuffer. She didn't have the mana to do all that forever of course, but that was fine because most enemy packs had a # of rounds to live = to # of enemies in pack. Dreamstalker would presumably allow me to kill anything except maybe a hero, but Blue Whisper was my only access to it. Before her, I mostly used a basically unmodified Fetch to apply Expose and to drag MaxHP of certain enemies down into Snuff Out range. Expose+Might are really necessary to let you kill things that aren't Light/Dark vulnerable.

Exorcism killed light vulnerable stuff in a single blow, which was nifty.

I only have a few games, but the rare spawn rates seem back to 'actually rare' I think. No more '3 unique-modifier level 20 demons' post anomaly
wizzzargh
 
Posts: 353
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Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Wed May 16, 2018 1:43 pm

Status icons are one of those things I always look at and ask myself two things: 1) Why did I wait so long to do this? 2) How did anyone play without this?

Well okay, the first question isn't a mystery: I hate UI :P But the second is still unknown.

Aux-powered Snuff Out is probably going to be a popular variant of Aux-powered Summoner once Aux upgrades are more readily available. I think will prevent it from becoming cookie-cutter will be the a demon debate: proper Snuffing Out requires a fair bit of set up that is much easier to get done quickly if you have demon helping. What demon that is, how they're setup, whether or not you keep them around after setup for backup healing or unsummon them to get 3rd tier Aux bonuses... I hope these questions keep interested parties busy for awhile once the upgrade build is out. :D

Glad to hear the rare spawns seem properly rare again. :)

L24 is still not a bad run, even if it's not a win. :D Thanks for the report!
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Ferret
 
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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Thu Aug 09, 2018 8:53 pm

did an actual win for once because there was nothing too interesting about this character worth turning into a relic wraith. Buff big attacks and cycling through lots of demons, basically.
Image
Image
I got a Headless from a summoner and used this shoggoth for a fair while, only getting rid of it on the last floor in favor of the Ionic Charun looted from a ghost. Also had Miadchaoin but eventually deleted him after getting the roar. Or maybe he and turdak died somehow?

I actually used a Chthonic Ruhin for a long time, with accursed and tangler and Wild Combo, but eventually 'upgraded' it into an Archangel that lasted me for the rest of the game. Probably shoulda swapped blinding for crippler but oh well, I was plenty powerful already.
Image

Assisting my Archangel for a long time were a Destroyer Bonnachon and a Lifebender Bonnachon, who I recruited after I noticed my demons were getting underleveled. Melting sure seems better overall than ignite and poison, and stacking them all up really ruins the day of any pack without healers.
As a counter to Dark packs, this Frenzied Jinn served me well, though it would have died even sooner if I hadn't had quick dismiss.
Image

My big lategame star was this Titanic Mulassa, made from a Titanic Charun I got as a consolation prize after I accidentally killed Ogun.
Image

Pretty much everything else was last-floor vanity fusions and scavenged from prior ghosts I left behind- In particular I fought a ghost called Hot Rod that I believe had scavenged one of my earlier ghosts, and I also fought Healing Blad and got demons from it. Then I punched my own mirror chime 3 times (made pretty easy by overwhelming the ghost with my pre-applied buffs)

Image
I had vague early plans of maybe becoming a veiltank or getting some debuffs, but eventually just stuck with the tried and true buff support with maxHP drain to kill otherwise unkillable things like Tremane or the Tanky ghost I fought plus mobility to scoot around fast. I went through all sorts of abilities before finally settling on Salvation- that slot had blight, the 5sp energy drain touch, bravado, witch's mien. Salvation was really nice since I had ended up with such a holy party when fighting my ghosts, though. If anything I'd say the veils I did have were encouraging enemies not to attack me in melee as much.

Yup yup. I played this game over the course of a few weeks rather than my usual 1-day mad dash. I still felt rich without recycle, but recycle is still nice for getting over a perceived early-mid game lust for credits in the anomaly-turdak area, where I want to make fusions from my early uniques and/or any rare demons AND get player skills online AND really train up some demons.
Code: Select all
Demon Party Dump File
Version 5/13/2018, Scoring Model: 5/11/2018
Dump file created at: 8/9/2018 2:53:11 PM


Summoner What A thril...
was chosen by the Orb of Power,
selected Buff and Electricity as their starting elements,
has earned a score of 73497,
is currently at Tower:23,
and is still alive!



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

Name : What A thril
Level: 33
MaxHP: 193
MaxSP: 100

Strength: 4
Magic   : 100
Vitality: 85
Agility : 6
Cunning : 20

Resist: Mind Light
Weak  : Slash Impact Pierce

Abilities Known:
1) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
2) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
3) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed slightly. Cannot miss.)
4) Salvation (Type: Healing, 15 SP. Only affects allies not weak to Light. 60-130 Power heal, based on the target's Light resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Light (6))
5) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
6) Vigor Siphon (Type: Dark, 25 SP. 55 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
7) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) 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))

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.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
10 Chakra stone
14 Pure stone
5 Pure gem
6 Heal gem
2 Heart glyph
1 Calm card
3 Pain glyph
3 Frost glyph
2 Zephyr card
1 Might gem
2 Night rune
1 Blizzard rune
3 Bolt glyph
3 Bronze offering
8 Heal stone
2 Peace offering
1 Chakra gem
1 Guardian gem
2 Flame glyph
1 White essence
2 Venom rune

Current Credits: 11920

Codex Daemonium Completion
Personal Codex : 67 / 153 (43% complete)



--==== Party Overview  ====--

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

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



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

Name : Chthonic Archangel
Level: 30
MaxHP: 120
MaxSP: 100

Strength: 47
Magic   : 26
Vitality: 63
Agility : 39
Cunning : 25

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

Abilities Known:
1) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. Also grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
2) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
3) Exorcism (Type: Light, 25 SP. Only affects enemies weak to Light. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Light (4))
4) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
5) Blinding (Type: Matter, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to inflict Blind, which reduces sight radius to 1 and also reduces accuracy and evasion by 50%.)
6) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
7) 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 or a movement ability.)
8) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)


Name : Dancing Unicorn
Level: 31
MaxHP: 117
MaxSP: 125

Strength: 30
Magic   : 46
Vitality: 33
Agility : 60
Cunning : 36

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) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
6) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)


Name : Titanic Mulassa
Level: 35
MaxHP: 125
MaxSP: 100

Strength: 58
Magic   : 53
Vitality: 62
Agility : 31
Cunning : 21

Resist: Slash Impact Pierce Fire Body Mind
Weak  : Ice

Abilities Known:
1) Flame Blast (Type: Fire, 25 SP. 100 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fire Breath (Type: Fire, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 35% chance to Ignite the targets, causing damage over a short duration. Cooldown: Breath (4))
3) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
4) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
5) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
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) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)


Name : Iceborn Virtue
Level: 37
MaxHP: 128
MaxSP: 100

Strength: 35
Magic   : 85
Vitality: 34
Agility : 39
Cunning : 42

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

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (1))
3) Lux (Type: Light, 25 SP. Only affects enemies. Has a 70% chance to apply Guilt, and a 50% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (1))
4) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
5) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))
6) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
7) Flash Freeze (Type: Ice, 10 SP. 40 Power attack. Chills the target for an unusually long duration, reducing their accuracy, evasion, and movement speed slightly. Free action. Cooldown: Cantrip (3))
8) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)


Name : Mindbender Ruler
Level: 31
MaxHP: 116
MaxSP: 125

Strength: 23
Magic   : 60
Vitality: 36
Agility : 23
Cunning : 63

Immune: Mind Light
Resist: Electricity
Weak  : Dark

Abilities Known:
1) Wrath (Type: Light, 15 SP. 70 Power attack. Cannot miss. Cooldown: Light (2))
2) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
3) Might (Type: Buff, 10 SP. Improves offense by 25%.)
4) Cleric's Mien (Type: Light, Passive. Your Light and Dark attacks have a 50% chance to apply Mute to targets whose last action was magical ability, preventing the use of non-physical abilities.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


Name : Healing Blad (Brewmaster Unicorn)
Level: 29
MaxHP: 113
MaxSP: 100

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

Immune: Light
Resist: Body Mind
Weak  : 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) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))
8) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))


Name : Rime Witch Eye killer
Level: 31
MaxHP: 104
MaxSP: 100

Strength: 26
Magic   : 57
Vitality: 23
Agility : 36
Cunning : 63

Immune: Electricity
Resist: Ice Mind Dark
Weak  : Light

Abilities Known:
1) Shock Blast (Type: Electricity, 25 SP. 100 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
2) Maul (Type: Slash, 15 SP. 85 Power attack split between two Slash attacks.)
3) Furious Rage (Type: None, Passive. Increases SP regeneration by 200% when your health is at 50% or less of maximum and your last action was a damaging ability.)
4) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
5) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
8) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)


Name : Ionic Charun
Level: 32
MaxHP: 124
MaxSP: 100

Strength: 68
Magic   : 51
Vitality: 34
Agility : 35
Cunning : 22

Immune: Electricity
Resist: Dark
Weak  : Light

Abilities Known:
1) Grand Slam (Type: Impact, 15 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) Arcing Touch (Type: Electricity, 20 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
6) Flash Shock (Type: Electricity, 10 SP. 40 Power attack. Has a 20% chance to inflict Shock, causing the target to miss their next turn. Free action. Cooldown: Cantrip (3))
7) Stormfront (Type: Electricity, Passive. Increases your chance to apply Shock by 0% to 75% of the original chance, based on proximity to the target (adjacent = 75%, maximum range = 0%).)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)



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

 The archangel is charmed!
 The archangel is still charmed!
 Your archangel slashes the archangel.
 It isn't very effective.
 Using Vigor Siphon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You wither the archangel.
 It's super effective!
 You sap the archangel's vigor!
 You feel more vigorous.
 Your ruler gestures at you.
 You feel more powerful!
 Your archangel slashes the archangel.
 It isn't very effective.
 The archangel stumbles.
 Using Vigor Siphon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You wither the archangel.
 It's super effective!
 You sap the archangel's vigor!
 You feel more vigorous.
 The archangel is still charmed!
 Your archangel misses the archangel.
 Your archangel slashes the archangel.
 It isn't very effective.
 Your archangel kills the archangel!!
 You begin resting.
 Your archangel's speed returns to normal.
 Your archangel's power returns to normal.
 Your ruler's speed returns to normal.
 Your ruler's power returns to normal.
 Your power returns to normal.
 Rest complete.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 You swap places with your archangel.
 You swap places with Healing Blad.
 You swap places with Healing Blad.
 You swap places with your archangel.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using Dismiss...
 Nevermind then.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Frenzied Jinn
Level: 29
MaxHP: 118
MaxSP: 100

Strength: 48
Magic   : 44
Vitality: 39
Agility : 33
Cunning : 31

Immune: Fire
Resist: Dark Matter
Weak  : Ice Light

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fireball (Type: Fire, 25 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
4) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
5) Witch's Arc (Type: Slash, 25 SP. 70 Power attack. Has a 35% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
6) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
7) Madness Glare (Type: Mind, 25 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
8) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))


Name : Leib-olmai
Level: 30
MaxHP: 105
MaxSP: 100

Strength: 70
Magic   : 38
Vitality: 46
Agility : 31
Cunning : 15

Resist: Ice Body Mind Matter
Weak  : Fire

Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) ------------
7) ------------
8) ------------


Name : Jotunn
Level: 32
MaxHP: 114
MaxSP: 100

Strength: 77
Magic   : 33
Vitality: 59
Agility : 25
Cunning : 16

Immune: Ice
Resist: Slash Body Matter
Weak  : Fire

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Also Chills the target, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Charge (3))
2) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
4) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)
5) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
6) ------------
7) ------------
8) ------------


Name : Imbued Scarab
Level: 24
MaxHP: 90
MaxSP: 100

Strength: 27
Magic   : 27
Vitality: 48
Agility : 55
Cunning : 13

Immune: Light Dark
Resist: Slash Pierce
Weak  : Impact

Abilities Known:
1) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
2) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
5) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Diehard (Type: Defense, Passive. Prevents death, except by Ignite, Poison, or Melting damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))


Name : Brewmaster Unicorn
Level: 29
MaxHP: 113
MaxSP: 100

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

Immune: Light
Resist: Body Mind
Weak  : 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) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Rallying Cry (Type: Healing, 25 SP. Only affects allies whose HP is more than 50% of their maximum. 105 Power heal. Cooldown: Presence (6))


Name : Scat (Lifebender Bonnachon)
Level: 30
MaxHP: 127
MaxSP: 100

Strength: 42
Magic   : 52
Vitality: 62
Agility : 12
Cunning : 32

Resist: Fire Ice Body Matter
Weak  : Mind

Abilities Known:
1) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Smash (Type: Impact, 10 SP. 85 Power attack.)
3) Acid Breath (Type: Matter, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Melting, causing damage over time. Cooldown: Breath (5))
4) Burning Vapor (Type: Fire, Passive. Attempts to inflict Melting on non-immune targets also have a 70% chance to briefly inflict Ignite, causing damage over time.)
5) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
6) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
7) ------------
8) ------------


Name : Dancing Pelesit
Level: 29
MaxHP: 83
MaxSP: 100

Strength: 32
Magic   : 12
Vitality: 25
Agility : 79
Cunning : 47

Resist: Electricity Dark
Weak  : Fire Body Light Matter

Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Madness Gaze (Type: Mind, 20 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cooldown: Presence (6))
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
5) 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.)
6) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
7) Accursed (Type: Dark, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Pariah, causing the target's allies to take damage when the target does (excluding reactions).)
8) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))


Name : Zombghost (Maj. Shoggoth)
Level: 29
MaxHP: 129
MaxSP: 100

Strength: 54
Magic   : 12
Vitality: 54
Agility : 44
Cunning : 31

Resist: Impact Ice Mind
Weak  : Fire Matter

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 50% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
6) Mighty Roar (Type: Impact, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 50% chance to inflict Stun, causing the targets to miss their next turn. Cooldown: Breath (6))
7) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


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

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Fri Aug 10, 2018 2:09 am

Heya wizzz. :D Congrats on the win!

Melting vs. Ignite vs. Poison do have some subtle differences. Melting and Ignite both block HP regen in addition to the damage they deal, but Melting is a full duration effect while Ignite is, in most cases, fairly brief. Poison doesn't block HP regen, but can stack instead. If you only land one hit of each on something though, in most cases Melting will come out ahead. They definitely can ruin the day of non-healer groups pretty quick when stacked, no argument there. :D

For some reason I am amused by the mental picture of an archangel wandering about with two strangely colored (due to their modifiers) cows, conquering the Tower. :D

I think the upgrade revamp and the subsequent much, much higher cost on Quick Dismiss is probably going to be a good thing for the game. I probably underestimated just how powerful it makes summoners, especially with a large stable. :D I could just nerf it now, but I don't like half measures, if I'm going to do that, I need to provide other, more balanced options to compensate.

Hopefully the next build's bucket of abilities will provide some new options to play with. I need to add some passives too, in addition to all the actives, since those tend to be where the new build options come from.

Congrats again on the win, and thanks for the report. :D
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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Tue Nov 27, 2018 4:00 am

Whew, finally got to play some demon

First off, I like the changes to relics a lot. Now it feels more like scrounging up good stuff early on rather than facerolling everything with your starter abilities. That said I also found Earth Break on like the first floor and used 3 tempest rooms to get the Oni from Rush's sanctum so I was facerolling plenty.

Demon preservation isn't as overpowered as I thought it would be- it takes a LONG time to get back from 4maxhp through XP alone and pure stones aren't infinite, so. And it's nice not to lose a demon completely because you weren't paying attention, of course.

Recruiting identical demons doesn't change much apart from very short-term fights where you nned to link with more demons but can't bear to delete the one you already have. Since you don't actually want a group of identical demons(probably) I don't think there's any worry of it being overpowered, but it does have the potential for amusing shenanigans with mirror chimes and so on for sure.

Anyway, I died to Raiju and had overelaborate soul armor and a very fast gremlin and a Hunter Oni with Nightbringer and am sick with a cold so am already fuzzy on the details but I know I had fun, so woop woop
ImageImage
Code: Select all
Demon Party Dump File
Version 11/9/2018, Scoring Model: 11/9/2018
Dump file created at: 11/26/2018 1:44:40 PM


Summoner RandwizAlpha...
was chosen by the Titan's Fist,
selected Ice and NA as their starting elements,
has earned a score of 16757,
is currently at Tower:13,
and is quite dead!



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

Name : RandwizAlpha
Level: 17
MaxHP: 80
MaxSP: 100

Strength: 55
Magic   : 10
Vitality: 35
Agility : 25
Cunning : 10

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

Abilities Known:
1) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
2) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
3) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. This is a fast action: it only takes half the time most actions do. Cooldown: Charge (8))
5) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee, Beam, and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
6) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
7) Auraward (Type: Defense, Passive. If your last action was a Fire, Electricity, or Ice ability, you gain Resist against all three of these types.)
8) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)

Relic Upgrades:
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
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.)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Copy Saver (Reduces the cost of Copy Ability by 25%.)

Inventory:
12 Pure stone
3 Chakra stone
2 Heart glyph
3 Pain glyph
1 White essence
1 Mirror chime
1 Venom rune
1 Frost glyph
2 Peace offering
7 Heal gem
3 Curse rune
2 Ghost chime
1 Bronze offering
2 Silver offering
1 Guardian gem
8 Heal stone
2 Calm card
1 Meteor rune
1 Flame glyph

Current Credits: 1403

Codex Daemonium Completion
Personal Codex : 38 / 154 (24% complete)



--==== Party Overview  ====--

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

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



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

Name : ThreeTempest (Hunter Oni)
Level: 22
MaxHP: 95
MaxSP: 100

Strength: 48
Magic   : 10
Vitality: 33
Agility : 32
Cunning : 32

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Abilities Known:
1) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce defense by 20%.)
2) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
3) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
4) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
5) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
6) Nightbringer (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to inflict Sleep, preventing the target from acting for a few turns or until damaged.)
7) Brain Shaker (Type: Impact, 35 SP. 70 Power attack. Has a 20% chance to inflict Stun, causing the targets to miss their next turn.)
8) ------------


Name : HamsterballZ (Whirling Gremlin)
Level: 15
MaxHP: 57
MaxSP: 100

Strength: 21
Magic   : 11
Vitality: 15
Agility : 41
Cunning : 32

Resist: Electricity
Weak  : Body

Abilities Known:
1) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
4) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
5) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
6) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
7) Storm Veil (Type: Electricity, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 5% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
8) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)


Name : Maj. Nero
Level: 15
MaxHP: 85
MaxSP: 125

Strength: 22
Magic   : 27
Vitality: 33
Agility : 27
Cunning : 11

Resist: Fire Ice Mind
Weak  : Body Light Dark Matter

Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)
4) Relieving Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Matter status effects (except Harden) by 0.5 turns.)
5) Cleansing Cut (Type: Slash, 20 SP. 70 Power attack. Removes Infection, Poison, and Paralysis from you or a nearby ally.)
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))


Name : Hob
Level: 16
MaxHP: 76
MaxSP: 125

Strength: 20
Magic   : 33
Vitality: 28
Agility : 17
Cunning : 27

Resist: Ice
Weak  : Fire Matter

Abilities Known:
1) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
4) Calming Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Mind status effects (except Stun) by 0.5 turns.)
5) Warning Cry (Type: Buff, 15 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (3))
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
8) Iron Will (Type: Defense, Passive. Reduces the duration of Debuff status effects applied to you by 50%.)


Name : Mindbender Shoggoth
Level: 18
MaxHP: 83
MaxSP: 100

Strength: 31
Magic   : 15
Vitality: 30
Agility : 17
Cunning : 42

Immune: Mind
Resist: Impact Ice
Weak  : Fire Matter

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 50% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
6) Disable Mind (Type: Mind, 30 SP. 40 Power attack. Has a 50% chance to inflict Sleep, preventing the target from acting for a few turns or until damaged. Cannot miss.)
7) ------------
8) ------------


Name : Shikigami
Level: 17
MaxHP: 65
MaxSP: 100

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

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

Abilities Known:
1) Spite (Type: Dark, 10 SP. 40 Power attack. Cannot miss.)
2) Cull (Type: Dark, 25 SP. Only affects enemies whose HP is 50% or less of their maximum. 70 Power attack. Cannot miss. Cooldown: Dark (4))
3) Expose (Type: Debuff, 15 SP. 85% chance to reduce defense by 20%.)
4) Fool's Mien (Type: Dark, Passive. Your Light and Dark attacks have a 50% chance to inflict Pariah on targets whose last action was not a damaging ability.)
5) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
6) ------------
7) ------------
8) ------------



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

 The ala strikes you.
 It's super effective!
 The shikigami smites your nero.
 It's super effective!
 Your shikigami smites the raiju.
 The raiju electrocutes you.
 It's super effective!
 You are shocked!
 The raiju is no longer charmed.
 Your hob gestures at the raiju.
 The raiju looks guilty!
 The raiju electrocutes you.
 It's super effective!
 The ala blinks towards you.
 The ala looks refreshed. The ala consumes life.
 The ala drains your nero.
 It's super effective!
 The ala drains your hob.
 The shikigami smites your nero.
 It's super effective!
 Your nero will be a pariah longer!
 The raiju electrocutes you.
 It's super effective!
 Your relic struggles to keep you alive!
 Your shikigami scourges the raiju.
 Your shikigami looks healthier.
 Your nero gestures at itself.
 Your nero looks healthier.
 You are no longer shocked.
 You are in danger!
 Need help? Press '?' or F1 to access the game
 manual.
 Using Earth Break...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You miss the raiju. (x2)  The raiju misses you.
 The raiju feels less guilty.
 The raiju electrocutes you.
 It's super effective!
 Your relic struggles to keep you alive!
 You parry the ala's attack!
 The shikigami smites your nero.
 It's super effective!
 Your relic struggles to keep you alive!
 Your shikigami gazes at the ala.
 The ala is charmed!
 The raiju electrocutes you.
 It's super effective!
 You die...



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

Name : Eloko
Level: 15
MaxHP: 71
MaxSP: 100

Strength: 29
Magic   : 17
Vitality: 29
Agility : 16
Cunning : 29

Resist: Electricity Body Mind
Weak  : Fire Ice

Abilities Known:
1) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
2) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
3) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Ehlose
Level: 13
MaxHP: 63
MaxSP: 100

Strength: 31
Magic   : 8
Vitality: 38
Agility : 14
Cunning : 19

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

Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
2) Warning Cry (Type: Buff, 15 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (3))
3) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
4) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Icesworn Ogre
Level: 15
MaxHP: 80
MaxSP: 100

Strength: 33
Magic   : 20
Vitality: 32
Agility : 21
Cunning : 14

Resist: Ice Body Matter
Weak  : Electricity Mind

Abilities Known:
1) Heavy Slash (Type: Slash, 10 SP. 85 Power attack.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
3) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Chilling Blast (Type: Ice, 15 SP. Attenuated 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
6) Aurastrike (Type: None, Passive. If your last action was a Fire, Electricity, or Ice ability, adds damage and a chance of a special effect of that type to Slash, Impact, and Pierce attacks.)
7) ------------
8) ------------


Name : Gandayah
Level: 13
MaxHP: 69
MaxSP: 125

Strength: 22
Magic   : 27
Vitality: 31
Agility : 15
Cunning : 15

Resist: Electricity
Weak  : Fire

Abilities Known:
1) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
2) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
3) Tireless (Type: None, Passive. Increases MaxSP by 25.)
4) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 50% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
5) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
6) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Iron Will (Type: Defense, Passive. Reduces the duration of Debuff status effects applied to you by 50%.)


Name : Demas
Level: 17
MaxHP: 72
MaxSP: 100

Strength: 15
Magic   : 37
Vitality: 31
Agility : 21
Cunning : 26

Immune: Fire
Resist: Electricity Matter
Weak  : Ice

Abilities Known:
1) Flame Orb (Type: Fire, 20 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) Pyrokinesis (Type: Fire, 10 SP. Must target an Ignited character. Only affects enemies. 40 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
4) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 turn.)
5) Chilling Blast (Type: Ice, 15 SP. Attenuated 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
6) ------------
7) ------------
8) ------------


Name : Shoggoth
Level: 18
MaxHP: 86
MaxSP: 100

Strength: 38
Magic   : 10
Vitality: 38
Agility : 22
Cunning : 27

Resist: Impact Ice
Weak  : Fire Mind Matter

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 50% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) ------------
6) ------------
7) ------------
8) ------------


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Posts: 353
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Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Wed Nov 28, 2018 2:24 am

:D I'm glad you like the relic changes. I admit I was pretty nervous about them. I believed they were the right move for the game, but I didn't know how well they'd be received, particularly by longer time players used to the old options, especially the overpowered (::cough:: Frost Ring ::cough::) ones among them.

As your Earth Break and Oni gets illustrate, it's definitely still possible to get some powerful goodies early on, but this is more akin to a lucky find of a powerful item in other roguelikes now: something that makes that particular run memorable, interesting, and yes, maybe even a little easier, rather than just being a thing you'll have on every run and attach no importance to. (Even the "easier" part isn't bad: it's good for players still learning the game to occasionally find something that lets them go a bit further than usual and get a glimpse of the horrors yet unseen. :) )

Yeah, I think with DP I'm pretty close to demon deaths being where I want them. It stings, but doesn't seem to have the "my game is wrecked" vibe to it anymore. Granted, I suppose it still does if you manage to lose a demon despite it.. but now you pretty much have to literally give permission for that to happen, soooo. :P (Even then, Revive Demon, while costing an upgrade, is now cooldown based rather than Credits based, so even if it comes to that, you still shouldn't feel like you suffered a massive setback unless spending an upgrade on Revive Demon is that offensive to you... a view I don't have much sympathy for since from that point on, you can afford to be far more reckless with demon deployment due to always having it available when the cooldown isn't on from last time.)

Anyway, I'm glad you had fun. :D Thanks for the report and feedback!

P.S.: HamsterballZ is a hilarious name for that color of gremlin. :D I hadn't seen that before, it does indeed look hamstery. :D
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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Tue Dec 04, 2018 3:56 am

New consume sure is interesting. I kinda wish there was some way to consume then delete with fewer clicks so eating every incidentally recruited demon would be smoother.
Maybe if deleting also auto-consumed if you have both upgrades?

I got a good feelin about this run... :?
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Posts: 353
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Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Tue Dec 04, 2018 7:32 pm

Yeah, I probably will automate Consume in cases where it would be possible and of no detriment to do so. :)

So many freybugs!

https://www.youtube.com/watch?v=YWzfFVNkP0Q
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