Turdak's Sanctum, YASD and ramblings

The tower awaits!

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Sun Mar 04, 2018 4:18 pm

I meant Dark Aid itself. :D Given how rough your condition was, it seems likely he'd have tried using it the previous turn, but it's only usable every other turn.

I don't think I'd seen anyone using Filth Wave before. :D But come to think of it, player ghosts actually is a great use for it: player groups are very likely to include a fair amount of healing. :D It also helps keep any stashed demons from recovering and coming back a second time.

Jotunn can probably safely be given the "strongest non-unique demon" title currently: they're native to Tower:23 after all. :) The only other Tower:23 non-unique natives are Couril and Virtues, neither of which are particularly punchy.

Slow never seems to make anyone happy with given to an AI... hmm. And this is the Matter build, so it already has the tweaks I made to accuracy evaluations.

At any rate, even if it fell a little short of victory, still an amazing run. :D Thanks for the report!
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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Thu Mar 15, 2018 10:16 pm

Image
Image
I actually ghost won this a few days ago, didn't have time to mention it till now
I had a plan to see how big I could get a Blight to be, but then Blight wasn't in the Profane modifier and I just became a buffer.

Image
Despite the mentioned issues with wild frenzy, I still used this major raiju till the end of the game. I had Haste+Inspire so I could send turns the Raiju gave me back to it. Quite thrilling and more noticeable to be on the receiving end of leadership, especially with the high speeds and extra inspires.

Image
Bigfoot was more for single hard targets. The brute force approach compared to the shenanigans. He didn't make it onto my ghost team because Unique, but speaking of shenanigans

Image
I made this Subtle Pixie to keep the enemy panicked when they weren't stunned by Heavy handed from he raiju's wild frenzy. The extra Luck cooldown ability let Lucky Charm be spammed pretty effectively after mana was blown on Muddle and Hysteria, especially when she got multiple uses of it each turn between Haste and leadership. If luck turned against me and she walked up in melee after running out of SP I'd just switch to one of my many healers. Honestly I had too many healers- when Bigfoot and Raiju died against a tower 23 ghost I suddenly realized I had no one with real offensive potential and had to go recruit/revive some muscle.

I feel like I could have actually finally gotten Slenderman for once but I just killed him instead, ah well.

Code: Select all
Demon Party Dump File
Version 2/15/2018, Scoring Model: 2/14/2018
Dump file created at: 3/9/2018 11:26:57 PM


Summoner MegaBlight...
was chosen by the Orb of Power,
selected Buff and Dark as their starting elements,
has earned a score of 75276,
is currently at Tower:23,
and is quite dead!



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

Name : MegaBlight
Level: 33
MaxHP: 256
MaxSP: 100

Strength: 4
Magic   : 31
Vitality: 167
Agility : 6
Cunning : 12

Resist: Mind Light
Weak  : Slash Impact Pierce

Abilities Known:
1) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
2) Might (Type: Buff, 10 SP. Improves offense by 25%.)
3) Warning Cry (Type: Buff, 15 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (3))
4) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
5) Inspire (Type: Buff, 20 SP. Cannot target a Shocked, Stunned, or Sleeping character. Gives the target an extra turn immediately.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Rabblerouser (Type: Buff, Passive. Abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn if they are not Shocked, Stunned, or Sleeping.)
8) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 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.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))

Inventory:
1 Curse rune
5 Pure stone
2 Venom rune
4 Pure gem
5 Zephyr card
1 Wind card
1 Peace offering
26 Heal stone
5 Frost glyph
6 Chakra stone
2 Flame glyph
1 Might gem
3 Heal gem
3 Chakra gem
1 Orange essence
1 Heart glyph
1 Guardian gem
1 Silver offering
1 Night rune

Current Credits: 35542

Codex Daemonium Completion
Personal Codex : 73 / 153 (47% complete)



--==== Party Overview  ====--

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

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



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

Name : Subtle Pixie
Level: 29
MaxHP: 115
MaxSP: 100

Strength: 12
Magic   : 49
Vitality: 19
Agility : 47
Cunning : 68

Resist: Mind
Weak  : Body Matter

Abilities Known:
1) Muddle (Type: Mind, 30 SP. 70% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) 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))
3) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
4) Lucky Star (Type: None, Passive. You only have a 1 in N chance of triggering Luck cooldowns, where N is the number of Luck cooldown abilities you have.)
5) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
6) Hysteria (Type: Mind, 20 SP. Must target a Panicked character. 70% chance to inflict Panic on an enemy near the target. Free action. Cooldown: Cantrip (5))
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) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Mysterious Gorgon
Level: 31
MaxHP: 123
MaxSP: 100

Strength: 26
Magic   : 53
Vitality: 33
Agility : 33
Cunning : 60

Resist: Fire Dark
Weak  : Light

Abilities Known:
1) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
4) 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))
5) Inspire (Type: Buff, 20 SP. Cannot target a Shocked, Stunned, or Sleeping character. Gives the target an extra turn immediately.)
6) 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.)
7) Goad (Type: Dark, 30 SP. Only affects enemies whose last action was not a damaging ability. 70 Power attack. Cannot miss. Cooldown: Dark (6))
8) Stone (Type: Matter, 30 SP. 50% chance to inflict Harden, which quickly turns the target to Stone.)


Name : Rime Witch Unicorn
Level: 31
MaxHP: 111
MaxSP: 100

Strength: 30
Magic   : 67
Vitality: 33
Agility : 29
Cunning : 46

Immune: Light
Resist: Ice Mind Dark
Weak  : Body

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) Meditate (Type: Healing, 0 SP. Restores 10 SP. Cooldown: Cantrip (0))


Name : Chachapumad (Turbulent Virtue)
Level: 38
MaxHP: 121
MaxSP: 100

Strength: 15
Magic   : 121
Vitality: 15
Agility : 33
Cunning : 56

Immune: Light
Resist: Fire Ice 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) 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) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed by 12%.)
8) Arcing Touch (Type: Electricity, 20 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)


Name : Chthonic Leib-olmai
Level: 30
MaxHP: 120
MaxSP: 100

Strength: 65
Magic   : 31
Vitality: 68
Agility : 24
Cunning : 12

Resist: Slash Impact 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) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
7) Ready Block (Type: Defense, Passive. If your last action was a Melee or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
8) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)


Name : Maj. Raiju
Level: 29
MaxHP: 95
MaxSP: 100

Strength: 28
Magic   : 44
Vitality: 28
Agility : 64
Cunning : 31

Immune: Electricity
Resist: Fire Mind
Weak  : Ice

Abilities Known:
1) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)
2) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) 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))
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) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
7) 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.)
8) 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.)



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

 The hound bites your leib-olmai.
 Your leib-olmai claws the hound.
 Your leib-olmai kills the hound!!
 Chachapumad meditates.
 Chachapumad looks refreshed.
 Chachapumad swaps places with your unicorn.
 Your evasion returns to normal.
 Your unicorn's evasion returns to normal. (x2)
 Chachapumad's evasion returns to normal.
 Your leib-olmai's evasion returns to normal.
 Your leib-olmai's speed returns to normal.
 Your leib-olmai's power returns to normal.
 Chachapumad's speed returns to normal.
 Your unicorn joins your party!!
 Chachapumad's power returns to normal.
 Your speed returns to normal.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using Delete Demon...
 Nevermind then.
 Using Copy Ability...
 Copy Stone to your gorgon for 992 C? (Y or N)
 Your gorgon will have to delete an ability to
 receive a new one. Continue? (Y or N)
 Your gorgon receives Stone from your unicorn!
 Your gorgon has too many abilities and must
 delete 1.
 Really delete Petra Gaze? (Y or N)
 You delete Petra Gaze from your gorgon!
 Nevermind then.
 Using Delete Demon...
 Really delete Furious Unicorn? (Y or N)
 You delete your unicorn!
 You recycle your unicorn!
 Your relic absorbs 3115 C.
 Using Restore Demon...
 Press Enter to restore this demon for 5226 C, or
 press Escape to cancel.
 Your raiju rejoins your party!!
 You begin resting.
 You continue resting to restore your inactive
 allies.
 Rest complete.
 Using Restore Demon...
 Nevermind then.
 Using Copy Ability...
 Nevermind then.
 Are you sure you want to abandon the current
 game? If so, re-enter your summoner's name.
 You quit...



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

Name : Eliminator Yuki-onna
Level: 29
MaxHP: 110
MaxSP: 100

Strength: 25
Magic   : 63
Vitality: 25
Agility : 31
Cunning : 51

Immune: Ice Matter
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, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed by 12%.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 SP. Must target an enemy. Warps you adjacent to the enemy, and has a 70% chance to delay the enemy's next turn. This is not considered a movement ability. Free action. Cooldown: Dark (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)
7) Chain Reaction (Type: Matter, 25 SP. Only affects Melting characters. 55 Power attack. Applies Melting, causes damage over time. Cannot miss.)
8) ------------


Name : Catoblepas
Level: 28
MaxHP: 101
MaxSP: 100

Strength: 69
Magic   : 15
Vitality: 46
Agility : 15
Cunning : 45

Resist: Fire Ice Body Matter
Weak  : Mind

Abilities Known:
1) Crush (Type: Impact, 10 SP. 100 Power attack, +100 Power against targets turned to Stone. Half normal accuracy.)
2) Poison Breath (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Poison, causing damage over time (can stack three times). Cooldown: Breath (5))
3) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
4) Lung Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you also have a 85% chance to delay the target's next turn.)
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 status effects and reactions).)
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. Then, Chill enemies in front of you, reducing their accuracy, evasion, and movement speed by 12%. Cooldown: Charge (4))
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 by 12%.)
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 by 12%.)
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 : Dancing Bigfoot
Level: 40
MaxHP: 143
MaxSP: 100

Strength: 85
Magic   : 8
Vitality: 48
Agility : 67
Cunning : 42

Resist: Ice Matter
Weak  : Fire

Abilities Known:
1) Grand Slam (Type: Impact, 15 SP. 100 Power attack.)
2) Log Toss (Type: Impact, 20 SP. 100 Power attack. Cooldown: Luck (6))
3) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
6) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
7) Counterattack (Type: Slash, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 55 Power attack.)
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 : Furious Unicorn
Level: 27
MaxHP: 111
MaxSP: 100

Strength: 27
Magic   : 49
Vitality: 37
Agility : 27
Cunning : 45

Immune: Light
Resist: Mind Matter
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) 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) Stone (Type: Matter, 30 SP. 50% chance to inflict Harden, which quickly turns the target to Stone.)


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Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Fri Mar 16, 2018 11:19 pm

I'm hoping that screenshot of Raiju there will prove to be the key to finally tracking down the Wild Frenzy bug. :)

Leadership can definitely be a fun thing to be on the receiving end of as a player: provided you have the SP, you can have a lot of fun with extra turns. :D

But.. I have to ask. Why did you name a Virtue Chachapumad? :D

Sorry you weren't able to get Blight for a Blighty build. Maybe I should find a way to make it available earlier... hm... something to poke at after the Matter build. :)

Congrats on the win, and thanks for the report. I'm still hoping I can find a repro for the Wild Frenzy badness out of all this.
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Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Fri Mar 16, 2018 11:29 pm

Gah... even copying the ability set did not do it, nor did having any combination of healers, nukers, near dead enemies, near dead allies. growl.

If you ever see it happen again, try to get me a Save File, even right after the very first time it happens, since it seems like once it starts it can sometimes happen multiple times.

grumbles. I usually don't have anywhere near this kind of trouble tracking an issue down. :(
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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Sat Mar 17, 2018 10:54 am

The Virtue died once to a chachapuma and I often rename demons that have been revived as a sort of reminder to myself of their fragility

Blight is available on other relics so whatevs
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Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Sun Mar 18, 2018 2:23 pm

Re: the naming. Oh. :) Ferret enough :D

It's true Blight is on other relics, but I get grumpy if a playstyle is relic-restricted. Most playstyles have plenty of ways to get started, but Blight is somewhat unique: you either have it or you don't.
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Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Tue Apr 10, 2018 8:11 am

Had a fair few middling runs where I died to stupid things like 'refusing to use restore demon,' nothing much to say about them.

Tested out what the game was like with no monies, but I found two oozes in anomaly and turned them into whirling and dancing break-down nukers, so the difficulty wasn't what one would expect of a 'no currency relic upgrades' run. I think my preference to not use uniques so as to leave more interesting ghosts makes the game harder as well, but high-level demons seem pretty common now so it's easy to make up for not using modified uniques with overlevelled demons. Dancing ooze died, was revived via mirror chime, but then died again and I finally gave up since it was like 4 levels lower than the Whirling one. Not sure how the level disparity crept up so much- maybe those Mirror Chimes were worth lots of XP.
Image
Is there still that issue with demons not using Second Wind unless they have a breath ability?

also had this handy mummy for a bit. That's a resistance set which is good to have against a lot of midgame packs, yes indeedly
Image

Mentioned death in the bug thread. I had planned to try finally taking on Slenderman with a Mind-Immune party of Ya-va-teo and a Wise Jotunn that I fused (jotun courtesy of the Oldschool ghost, as usual) but then i died

I like being Raicho-speed a lot. Chase links are trivialized (though I underestimated bigfoot and lost him, I think angry bigfoot was the one who killed my Dancing Ooze for good) and it's almost like having quick dismiss due to the high speed of summoning and unsummoning.

Code: Select all
Demon Party Dump File
Version 4/1/2018, Scoring Model: 2/14/2018
Dump file created at: 4/10/2018 1:45:56 AM


Summoner Weakest Star...
was chosen by the Vodun Mask,
selected Healing and Matter as their starting elements,
has earned a score of 46311,
is currently at Anansi's Sanctum,
and is quite dead!



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

Name : Weakest Star
Level: 27
MaxHP: 153
MaxSP: 100

Strength: 4
Magic   : 16
Vitality: 84
Agility : 4
Cunning : 77

Resist: Electricity
Weak  : Slash Impact Pierce Body Mind Matter

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Petra Gaze (Type: Matter, 20 SP. 70% chance to inflict Harden, which quickly turns the target to Stone. Cooldown: Presence (6))
3) 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))
4) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
5) Vitiate (Type: Debuff, 30 SP. 85% chance to reduce defense and evasion by 20%.)
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
8) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)

Relic Upgrades:
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)
Far Summon I (Increases the range of Summon by 2.)
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.)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
1 Heart glyph
4 Pure gem
4 Chakra gem
1 Pain glyph
2 Heal gem
12 Chakra stone
4 Bolt glyph
13 Heal stone
2 Zephyr card
3 Calm card
10 Pure stone
1 Trouble chime
1 Blizzard rune
2 Might gem
1 Purple essence
1 Curse rune
1 Guardian gem
2 Mirror chime
1 Ghost chime

Current Credits: 14996

Codex Daemonium Completion
Personal Codex : 52 / 153 (33% complete)



--==== Party Overview  ====--

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

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



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

Name : Whirling Ooze
Level: 29
MaxHP: 72
MaxSP: 125

Strength: 20
Magic   : 51
Vitality: 12
Agility : 63
Cunning : 49

Resist: Impact Pierce Body
Weak  : Fire Ice Matter

Abilities Known:
1) Liquefying Touch (Type: Matter, 10 SP. 70 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) Consuming Touch (Type: Matter, 10 SP. 70 Power attack, +45 Power if the target is Melting. Heals the user for 66% of the damage dealt.)
3) Acidic Veil (Type: Matter, Reactive. 35% chance to Melt adjacent characters that deal damage to you, causing damage over time.)
4) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
5) Counterattack (Type: Slash, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 55 Power attack.)
6) Break Down (Type: Matter, 25 SP. 70 Power attack, +70 Power against targets turned to Stone.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
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 : Mysterious Unicorn
Level: 26
MaxHP: 102
MaxSP: 125

Strength: 26
Magic   : 59
Vitality: 29
Agility : 26
Cunning : 40

Immune: Light
Resist: Fire Dark
Weak  : Body

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
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) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
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) Relieving Rain (Type: Healing, 25 SP. Removes Blind, Melting, Harden, Stone, and Held.)


Name : Polar Jinn
Level: 27
MaxHP: 103
MaxSP: 100

Strength: 24
Magic   : 63
Vitality: 37
Agility : 31
Cunning : 30

Immune: Fire Ice
Resist: Dark Matter
Weak  : Light

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fireball (Type: Fire, 25 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Disable Mind (Type: Mind, 30 SP. 40 Power attack. Has a 50% chance to inflict Sleep, preventing the target from acting for a few turns or until damaged. Cannot miss.)
4) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
5) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
6) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
7) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
8) 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))


Name : oldschool (Wise Jotunn)
Level: 26
MaxHP: 89
MaxSP: 100

Strength: 53
Magic   : 23
Vitality: 41
Agility : 26
Cunning : 37

Immune: Ice Mind
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) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
7) 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.))
8) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))


Name : Warded Ruler
Level: 25
MaxHP: 116
MaxSP: 125

Strength: 19
Magic   : 43
Vitality: 57
Agility : 28
Cunning : 28

Immune: Light
Resist: Electricity Mind
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) 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.)
7) 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))
8) ------------


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) Conduct (Type: Electricity, 15 SP. 40 Power attack. 70% chance to inflict Shock, causing the target to miss their next turn. Cannot miss. Cooldown: Voltage (6))
8) ------------



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

 It's super effective!
 The abatwa starts shivering!
 Your defense returns to normal.
 Your unicorn gestures at you. You feel better.
 The impundulu drains you.
 It's super effective!
 Your ya-te-veo is no longer poisoned.
 The abatwa shoots a needle at you.
 The abatwa hits you.
 It's super effective!
 You will be terribly poisoned longer!
 Your relic struggles to keep you alive!
 Your oldschool's defense returns to normal.
 Your oldschool smashes the abatwa.
 Your oldschool freezes the abatwa.
 It's super effective!
 The abatwa will be shivering longer!
 The catoblepas crushes your ya-te-veo.
 Your ya-te-veo looks more resolved.
 Your unicorn gestures at you. You feel better.
 Your ya-te-veo's defense returns to normal.
 The impundulu drains you.
 It's super effective!
 Your relic struggles to keep you alive!
 Your oldschool hits the abatwa.
 The abatwa bites your oldschool.
 Your relic struggles to keep you alive!
 The catoblepas crushes your ya-te-veo.
 The catoblepas kills your ya-te-veo!!
 Your ruler's defense returns to normal.
 Your unicorn gestures at you. You feel better.
 Your oldschool smashes the abatwa.
 Your oldschool freezes the abatwa.
 It's super effective!
 The abatwa will be shivering longer!
 Your oldschool shatters the abatwa.
 It's super effective!
 Your oldschool kills the abatwa!!
 The impundulu drains you.
 It's super effective!
 Your relic struggles to keep you alive!
 Your relic struggles to keep you alive!
 Your evasion returns to normal.
 The catoblepas exhales a venomous mist.
 The catoblepas envenoms you.
 It's super effective!
 Your relic struggles to keep you alive!
 You will be terribly poisoned longer!
 You stumble.
 You die...



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

Name : Kuchisake
Level: 23
MaxHP: 97
MaxSP: 100

Strength: 37
Magic   : 16
Vitality: 33
Agility : 36
Cunning : 43

Immune: Body
Weak  : Electricity Light

Abilities Known:
1) 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))
2) Throat Slash (Type: Slash, 15 SP. 70 Power attack. Has a 50% chance to inflict Mute, which prevents the use of non-physical abilities.)
3) Madness Glare (Type: Mind, 25 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
4) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Nuppeppo
Level: 22
MaxHP: 110
MaxSP: 100

Strength: 22
Magic   : 22
Vitality: 72
Agility : 12
Cunning : 32

Resist: Impact Ice Body
Weak  : Fire Matter

Abilities Known:
1) Fetid Burst (Type: Body, 15 SP. Two 60% chances to delay the next turn of the targets.)
2) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Free action. Cooldown: Cantrip (1))
3) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
4) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Anansi
Level: 28
MaxHP: 98
MaxSP: 100

Strength: 15
Magic   : 38
Vitality: 30
Agility : 46
Cunning : 61

Immune: Mind
Resist: Fire Electricity
Weak  : Ice

Abilities Known:
1) Muddle (Type: Mind, 30 SP. 70% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) Wrap Host (Type: Matter, 20 SP. 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Relieving Rain (Type: Healing, 25 SP. Removes Blind, Melting, Harden, Stone, and Held.)
6) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
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) ------------


Name : Catoblepas
Level: 28
MaxHP: 101
MaxSP: 100

Strength: 69
Magic   : 15
Vitality: 46
Agility : 15
Cunning : 45

Resist: Fire Ice Body Matter
Weak  : Mind

Abilities Known:
1) Crush (Type: Impact, 10 SP. 100 Power attack, +100 Power against targets turned to Stone. Half normal accuracy.)
2) Poison Breath (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 70% chance to inflict Poison, causing damage over time (can stack three times). Cooldown: Breath (5))
3) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
4) Lung Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you also have a 85% chance to delay the target's next turn.)
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 status effects and reactions).)
6) ------------
7) ------------
8) ------------


Name : Baphomet
Level: 27
MaxHP: 108
MaxSP: 100

Strength: 14
Magic   : 68
Vitality: 29
Agility : 22
Cunning : 52

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

Abilities Known:
1) Malice (Type: Dark, 10 SP. 55 Power attack. Cannot miss. Cooldown: Dark (1))
2) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
3) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
4) Pyre Rite (Type: Fire, 10 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for allies.)
5) Inner Fire (Type: Fire, 0 SP. Can be used while Muted. 60 Power heal. Restores 10 SP. Free action. Cooldown: Heat (8))
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) ------------
8) ------------


Name : Ionic Impundulu
Level: 26
MaxHP: 100
MaxSP: 100

Strength: 17
Magic   : 68
Vitality: 20
Agility : 39
Cunning : 36

Immune: Electricity
Resist: Dark
Weak  : Ice

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 66% of the damage dealt.)
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) 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%).)
4) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
5) Conduct (Type: Electricity, 15 SP. 40 Power attack. 70% chance to inflict Shock, causing the target to miss their next turn. Cannot miss. Cooldown: Voltage (6))
6) Bolt Chain (Type: Electricity, Passive. Shocking a target also inflicts a 55 Power attack on and has a 10% chance to Shock an adjacent enemy; this attack cannot miss. Shock applied by Bolt Chain cannot trigger Bolt Chain.)
7) ------------
8) ------------


Name : Warded Ya-te-veo
Level: 30
MaxHP: 158
MaxSP: 100

Strength: 49
Magic   : 12
Vitality: 69
Agility : 35
Cunning : 35

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) Resolute (Type: Healing, Reactive. Reduces the remaining duration of each of your negative status effects by 20% of the current duration when damaged by attacks (excluding reactions). No effect on Stun or Shock.)
8) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)



Having Calm on the summoner is a good way to negate Charm deaths since you'll use it on yourself while Charmed I discovered.
wizzzargh
 
Posts: 351
Joined: Tue Oct 27, 2015 5:31 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Wed Apr 11, 2018 3:55 am

Hmm.. maybe high level monsters are a bit too common at the moment. I wonder if my math on them is somehow wrong... it does start to feel like they're popping up a little too often.

I added a re-check of Second Wind to the bug list. It was supposed to be fixed, but worth a check. Notably however, the Ooze listed does have a breath ability (Wild Dance), which would mean it is reluctant to use Second Wind unless Wild Dance has already been used.

Characters with Calm shouldn't be removing Charm from themselves. :D So I added that as a bug too, with apologies.

Sorry again about the AI death; the relevant bugs have been entered and I'll look into them once work calms down (probably this weekend, maybe next week, crummy that things have gotten so slow this close to the end of Matter Testing. :( )

Thanks for the report!
User avatar
Ferret
 
Posts: 1679
Joined: Tue Sep 16, 2014 3:18 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby wizzzargh » Tue May 08, 2018 1:33 am

Got a 'ghost win' with a stupid name, as usual. You can guess what happened to the character before this one...
Image
Image
Found Ghost Shock early on and decided to roll with it. Later on I had to be more cautious about melee, but could usually rush through and focus fire key targets down, then retreat. The ability to ghostpierce through enemies proved vital for escaping some tight situations. Went with Whirling Ilomba soul armor, because high speed is really good. Feels like forever since I've won a normal-speed character...
Also playing without recycle seems to make me poorest in the early-middle and midgame, anomaly to turdak about, since that's when you're probably setting up a healer and holding onto too many demons for fusion fodder. Game is definitely playable without it, but you can't mess around with Soul Armors and vanity fusions until the end.

Also finally beat Mordecai- being able to take out the bandits, escape, and come back later is very handy. All thanks to 140% speed


High level monsters are probably a bit too common. I feel like these 'rare' encounters are consistently part of my plans nowadays- saving off earlier fusions with the idea 'i'll create a really good overlevelled monster when I find one'
Speaking of,
Image
I had a really nice Nokken+Raiju fusion.


I had to retreat from 3-4 floors when enemy packs piled up, my own ghosts proved too nasty(Neurospook in particular was atrocious), and other various things. High capacity helped brute-force encounters though, so the endgame wasn't too rough after I suffered through the usual midgame to late-game bumpy transition where otherwise nice demons get outleveled- I had A chthonic mummy that was a solid frontliner that i held onto for a long time, and went some time without Calm available after I started losing Nero healers and Unicorn healers.
Image
I actually like these trees a lot just for their massive durability and mind immunity. One flaw I've finally realized about healers that have all status removers and healing is that they can only do one per turn, so I think spreading out key skills like Calm onto Mind Resist or Immune demons is a good idea. Similar advice applies to relief and cleanse. Melting seemed to be dealing tons of damage this game, maybe because my brain assumes its poison or ignite tier when it isn't.


To return to the 'Overleveled Demons' subject, I'll give my hot opinions on 'em
Dipsas- Expensive to negotiate with, niche skillset, fragile, good for dancer builds. The best Negotiation overleveled encounter I think
Shoggoth- Easy to negotiate with, high level, decent skills, unusual modifier. I think they could stand to be hungrier/angrier/come with ranged enemies. Not super strong against Anomaly enemies, but a real steamroller if you cover a weakness.
Nokken- Not too hard to negotiate with, decent skills, modifier is a bit random. Similar to Shoggoths in that they're a bit too easy to get compared to the massive power boost you get from them being so high level.
Angel- Underrated but not exciting since they're so incredibly common. Same with the early Nero.

Raiju- Ionic is an impressive modifier, 130% speed is amazing, and while not perfect out of the box, skills can do work. I think the multiple chances to show up in special levels has made 'em a bit too common, but they're not just a 'lean on this demon for the next 10 floors' find.
Ooze- Only speed-focused people can catch these, they're really bad news to fight and even worse to fail the link, but are so fragile that they're pretty much guaranteed to die sooner or later. I think Oozes are a good example of an overlevelled encounter that can really up your game, but can't be leaned on entirely (like, say, Bigfoot)
Kitsune- Easy to catch, but with a low level modifier and mediocre skills. Not very exciting to see 'em in Ccoa/Vikhor's sanctum but I think they're in a good place of being ahead of the curve with some investment, but not great on their own.


Archangel-
Oni-
Gorgon-
Aeras-
Nuppepo-
Actually I'll just talk about all the 'fight me' links at once because they're harder to get than the other links, and dangerous too, so I think they're a good marker of high risk= high reward. Nupeppo and Gorgons are hard to get and have weird skillsets, so I think they're more interesting than straightforward Archangel/Oni/Aeras.

Probably forgetting some/forgetting later ones, but it's the anomaly/preanomaly ones that really stand out to me
Code: Select all
Demon Party Dump File
Version 4/30/2018, Scoring Model: 2/14/2018
Dump file created at: 5/7/2018 6:41:05 PM


Summoner Ooze Hater...
was chosen by the Titan's Fist,
selected Slash and Defense as their starting elements,
has earned a score of 68712,
is currently at Tower:23,
and is quite dead!



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

Name : Ooze Hater
Level: 32
MaxHP: 122
MaxSP: 100

Strength: 130
Magic   : 16
Vitality: 25
Agility : 35
Cunning : 4

Weak  : Light

Abilities Known:
1) 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).)
2) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
3) 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.)
4) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
5) Ghost Shock (Type: Pierce, 15 SP. 85 Power attack, split between Pierce and Electricity. Has a 10% chance to inflict Shock. Moves you to different, randomly selected, position adjacent to the target.)
6) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
7) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
8) Resolute (Type: Healing, Reactive. Reduces the remaining duration of each of your negative status effects by 20% of the current duration when damaged by attacks (excluding reactions). No effect on Stun or Shock.)

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.)
Enemy Lure (Unlocks the Enemy Lure transmutation, which allows you to reveal hidden demons in your surroundings. Some demons are very hard to find without this technique, but using it is not without risk...)
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)

Inventory:
5 Pure gem
6 Pain glyph
1 Frost glyph
3 Chakra gem
3 Meteor rune
11 Chakra stone
1 Venom rune
2 Night rune
8 Pure stone
3 Flame glyph
3 Guardian gem
17 Heal stone
1 Curse rune
3 Magic map
6 Heal gem
1 Wind card
2 Blizzard rune
2 Might gem
3 Calm card
4 Heart glyph
1 Peace offering
1 Bronze offering
1 Red essence

Current Credits: 6045

Codex Daemonium Completion
Personal Codex : 63 / 153 (41% complete)



--==== Party Overview  ====--

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

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



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

Name : Dancing Reprobus
Level: 28
MaxHP: 126
MaxSP: 100

Strength: 52
Magic   : 24
Vitality: 31
Agility : 56
Cunning : 27

Immune: Mind Light
Weak  : Electricity

Abilities Known:
1) Impaling Thrust (Type: Pierce, 25 SP. 85 Power attack, enemies only.)
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) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets Breath cooldown. Free action. Cooldown: Endure (3))
4) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
5) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
6) Unconquerable (Type: Defense, Passive. Reduces Endure cooldown by 1 turn when damaged by enemies (excluding Ignite, Poison, Melting, and reactions).)
7) Lucky Dodge (Type: Defense, Passive. Provides a 20% chance to dodge attacks. This works even when Stunned, Paralyzed, etc. Triggers a Luck cooldown when activated. Cooldown: Luck (3))
8) 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 : Yalid (Hunter Oni)
Level: 28
MaxHP: 111
MaxSP: 100

Strength: 58
Magic   : 12
Vitality: 40
Agility : 40
Cunning : 40

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Abilities Known:
1) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
2) 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).)
3) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
4) Crippler (Type: Dark, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt.)
5) Poison Needle (Type: Pierce, 20 SP. 70 Power attack. Has a 70% chance to inflict Poison, causing damage over time (can stack three times).)
6) Numbing (Type: Body, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Paralysis, causing the target to frequently miss their turns.)
7) 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.)
8) Wild Frenzy (Type: Impact, 20 SP. One, two, or three (equal odds) 33 Power attacks per target.)


Name : Imbued Ya-te-veo
Level: 35
MaxHP: 160
MaxSP: 100

Strength: 68
Magic   : 18
Vitality: 54
Agility : 36
Cunning : 49

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) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Whirling Ooze
Level: 31
MaxHP: 76
MaxSP: 125

Strength: 21
Magic   : 53
Vitality: 13
Agility : 67
Cunning : 51

Resist: Impact Pierce Body
Weak  : Fire Ice Matter

Abilities Known:
1) Liquefying Touch (Type: Matter, 10 SP. 70 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) Consuming Touch (Type: Matter, 10 SP. 70 Power attack, +45 Power if the target is Melting. Heals the user for 66% of the damage dealt.)
3) Acidic Veil (Type: Matter, Reactive. 35% chance to Melt adjacent characters that deal damage to you, causing damage over time.)
4) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
5) Counterattack (Type: Slash, Reactive. 50% chance to respond to damage dealt to you by adjacent enemies with a 55 Power attack.)
6) Break Down (Type: Matter, 25 SP. 70 Power attack, +70 Power against targets turned to Stone.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
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 : Lifebender Charun
Level: 30
MaxHP: 141
MaxSP: 100

Strength: 65
Magic   : 45
Vitality: 52
Agility : 26
Cunning : 12

Resist: Dark
Weak  : Electricity 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) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
6) Mending Aura (Type: Healing, 25 SP. Only affects wounded allies who are not Mended. 150 Power heal. Applies Mended.)
7) ------------
8) ------------


Name : Jigsaw (Mysterious Unicorn)
Level: 30
MaxHP: 113
MaxSP: 125

Strength: 29
Magic   : 65
Vitality: 32
Agility : 29
Cunning : 45

Immune: Light
Resist: Fire Dark
Weak  : Body

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
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) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
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) Relieving Rain (Type: Healing, 25 SP. Removes Blind, Melting, Harden, Stone, and Held.)


Name : Fel Mulassa
Level: 31
MaxHP: 119
MaxSP: 100

Strength: 29
Magic   : 69
Vitality: 48
Agility : 19
Cunning : 40

Immune: Dark
Resist: 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) 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) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
5) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
6) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
7) Goad (Type: Dark, 30 SP. Only affects enemies whose last action was not a damaging ability. 70 Power attack. Cannot miss. Cooldown: Dark (6))
8) ------------


Name : Reclusive Mulassa
Level: 31
MaxHP: 115
MaxSP: 100

Strength: 75
Magic   : 40
Vitality: 49
Agility : 25
Cunning : 16

Resist: 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) 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) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
5) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead.)
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) 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).)
8) 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.))



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

 ya-te-veo.
 Your mulassa misses the ya-te-veo.
 The ya-te-veo tears into your mulassa.
 The ya-te-veo looks healthier.
 The ya-te-veo looks refreshed.
 Your charun misses the ya-te-veo.
 One of your allies is in danger!
 Using Dismiss...
 Nevermind then.
 The ya-te-veo is no longer in agony.
 Your mulassa scourges the ya-te-veo.
 Your mulassa is no longer regenerating.
 Your mulassa can move freely again.
 Your mulassa bites the ya-te-veo.
 Your mulassa kills the ya-te-veo!!
 You chow down on the ya-te-veo.
 It's super effective!
 You feel better.
 You begin resting.
 Your power returns to normal.
 Your accuracy returns to normal.
 Your mulassa is no longer regenerating.
 Your mulassa's accuracy returns to normal. (x2)
 Your mulassa's power returns to normal.
 Your charun gestures at your mulassa.
 Your mulassa begins to regenerate!
 Your charun's accuracy returns to normal.
 Your mulassa can be mended again. (x2)
 Your charun gestures at himself.
 Your charun begins to regenerate!
 Your mulassa is no longer regenerating.
 Your charun is no longer regenerating.
 Rest complete, but you must defeat enemies to
 restore your missing Maximum HP.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone. You feel more vigorous.
 Using Soul Armor...
 Nevermind then.
 Using Soul Armor...
 Nevermind then.
 Using Restore Demon...
 Nevermind then.
 Are you sure you want to abandon the current
 game? If so, re-enter your summoner's name.
 You quit...



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

Name : Slender Slay (Foul Jinn)
Level: 25
MaxHP: 101
MaxSP: 100

Strength: 22
Magic   : 40
Vitality: 28
Agility : 22
Cunning : 63

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) Disable Mind (Type: Mind, 30 SP. 40 Power attack. Has a 50% chance to inflict Sleep, preventing the target from acting for a few turns or until damaged. Cannot miss.)
4) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
5) Ritualist (Type: None, Passive. Reduces the SP cost of magical abilities that cost 20 or more SP by 5 if no Cantrip abilities are on cooldown. Cooldown: Cantrip (0))
6) Weaken Host (Type: Debuff, 25 SP. 85% chance to reduce offense by 20%.)
7) Distract Host (Type: Debuff, 25 SP. 85% chance to reduce accuracy by 20%.)
8) ------------


Name : Eradicator Power
Level: 29
MaxHP: 106
MaxSP: 100

Strength: 89
Magic   : 12
Vitality: 41
Agility : 33
Cunning : 20

Immune: Light
Resist: Slash Impact Pierce Matter
Weak  : Dark

Abilities Known:
1) Eviscerate (Type: Pierce, 15 SP. 100 Power attack.)
2) Rhino Charge (Type: Impact, 20 SP. Must target a character. Charge to the target with a 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
4) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
5) Acidic Needle (Type: Pierce, 20 SP. 70 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
6) ------------
7) ------------
8) ------------


Name : Defiler Bonnachon
Level: 21
MaxHP: 88
MaxSP: 100

Strength: 33
Magic   : 40
Vitality: 32
Agility : 10
Cunning : 40

Immune: Body
Resist: Fire Ice 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) Filth Wave (Type: Body, 20 SP. Only affects characters whose HP is 50% or less of their maximum. Causes Infection, which prevents most HP and SP recovery.)
6) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
7) ------------
8) ------------


Name : Angel
Level: 29
MaxHP: 103
MaxSP: 100

Strength: 31
Magic   : 55
Vitality: 39
Agility : 39
Cunning : 31

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, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
4) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Fel Bonnachon
Level: 21
MaxHP: 84
MaxSP: 100

Strength: 33
Magic   : 40
Vitality: 32
Agility : 10
Cunning : 40

Immune: Dark
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) Goad (Type: Dark, 30 SP. Only affects enemies whose last action was not a damaging ability. 70 Power attack. Cannot miss. Cooldown: Dark (6))
6) Martyr (Type: None, Reactive. Reduces Light and Dark cooldowns by 1 turn when you are damaged by an attack.)
7) ------------
8) ------------


Name : Bonnachon
Level: 21
MaxHP: 83
MaxSP: 100

Strength: 41
Magic   : 31
Vitality: 40
Agility : 12
Cunning : 31

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


Name : Bigfoot
Level: 38
MaxHP: 141
MaxSP: 100

Strength: 102
Magic   : 9
Vitality: 57
Agility : 36
Cunning : 36

Resist: Ice Matter
Weak  : Fire

Abilities Known:
1) Grand Slam (Type: Impact, 15 SP. 100 Power attack.)
2) Log Toss (Type: Impact, 20 SP. 100 Power attack. Cooldown: Luck (6))
3) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
4) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
5) 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.)
6) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
7) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
8) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)


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) ------------
8) ------------


wizzzargh
 
Posts: 351
Joined: Tue Oct 27, 2015 5:31 pm

Re: Turdak's Sanctum, YASD and ramblings

Postby Ferret » Tue May 08, 2018 11:53 pm

Congrats on another "win" :D

Recycle's getting a bit of a nerf in the Matter Build... at least 1/3, and maybe as much as 1/2. It'll probably go harder on it than that even in the actual upgrade pass to come. (It may even just go away entirely, to be replaced by something that does the job better. :P ) If it makes things ugly credits wise, I'll adjust costs to compensate, but it's bad form to have things priced based on a broken upgrade regardless.

I've finally decided, based on your report and various others', to nerf the "rare monster" spawn rate. We'll try -50% for the Matter Test build and see how that goes.

Zappy Nokken is very zappy. :D Bit surprised about the Spiny Veil though, what was that for? :D

I usually run 1.5 healers myself, and often try to have at least Calm hanging out on the non-1 non-0.5 healer. A lone healer can get way too overwhelmed by status effects, especially in the later game where the nasty ones become more common. Mind immunity (or at least resistance) is a priority of mine too, for healers: every single Mind condition screws up healing, as opposed to Body, Light/Dark, and Matter, which have only one immediate threat each (Matter has two if count Blind and Harden->Stone, but Harden->Stone takes time to become real)

It's out of scope for Matter release to tweak individual rare demons' recruitment difficulties: I will say that I don't mind some of them being relatively easy (these are in part Demon's version of finding artifacts, so some *should* be relatively easy), I think the bigger problem is how relatively common they seem to have become. That said, I'll review the high level rare encounters in more detail in a future pass, so I appreciate the notes on them. :D

As always, thanks for the report and feedback. :) Congrats again on the ghost win. :D
User avatar
Ferret
 
Posts: 1679
Joined: Tue Sep 16, 2014 3:18 pm

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