Phase 0 Character Select: Pick a power you want to play with this run and pick a skill (personal preference) that does some damage.
Phase 1 Collect a full roster: There isn't much to be said about the open. There aren't really meaningful choices to make until your roster is full and you can transition to the next phase. Collect everything you see that is collectable. This phase usually ends by the end of T2.
At present, I consider the only notable pickup in this phase to be red cap or goblin for Dash. Dash on the Summoner lets you (1) Disengage from combat more cleanly/reliably and (2) chase down runner links. These are jobs that only the summoner can do, and abilities that help the summoner do it are rather rare. edit: Maybe swiftness can do the job well enough?? Dash makes melee summoners awkward due to the charge cooldown.
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Demon Party Dump File
Version 6/4/2021, Scoring Model: 5/31/2021
Dump file created at: 8/6/2021 9:07:50 AM
Summoner Sandman...
was chosen by the Eye of the Dragon,
selected Matter as their starting element,
has earned a score of 110,
is currently at Tower:2,
and is still alive!
--==== Main Character ====--
Name : Sandman
Level: 2
MaxHP: 38
MaxSP: 100
Strength: 10
Magic : 10
Vitality: 10
Agility : 10
Cunning : 10
Resist: Matter
Weak : Body
Abilities Known:
1) Fetter (Type: Matter, 5 SP. 55 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
2) Exhausting Touch (Type: Body, 15 SP. 70 Power attack. Reduces the target's SP by 20%.)
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Relic Upgrades:
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 6 at once.)
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.)
Item Sense (Shows the positions of unattended items on the map. May also reveal additional items when searching corpses, or once a level is fully explored.)
Inventory:
1 Bolt glyph
3 Heal stone
1 Chakra stone
1 Pure gem
Brands:
Qu (Lv.1)
Agility: +5
Sh (Lv.1)
Cunning: +5
Ra-Sa-Ac (Lv.1)
No passive abilities
HP per Turn: +1.4% of MaxHP
Speed: +14%
Current Credits: 1564
Codex Daemonium Completion
Shared Codex : 45 / 188 (23% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
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Slash 1 0 0 7* 0
Impact 1 0 0 7* 0
Pierce 1 0 0 6* 1
Fire 0 0 3 3* 1
Ice 0 0 1 2* 4
Electricity 0 0 0 6* 1
Body 1* 0 2 3 2*
Mind 0 0 1 5* 1
Matter 2* 0 1* 5 1
Light 2 0 2 2* 3
Dark 0 0 0 6* 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Homunculus
Level: 2
MaxHP: 35
MaxSP: 100
Strength: 11
Magic : 11
Vitality: 11
Agility : 11
Cunning : 11
Resist: Body Mind
Weak : Light Dark
Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
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) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
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Name : Zaltys
Level: 2
MaxHP: 27
MaxSP: 100
Strength: 5
Magic : 16
Vitality: 5
Agility : 18
Cunning : 11
Resist: Fire Light
Weak : Ice
Abilities Known:
1) Emit Light (Type: Light, 5 SP. 55 Power attack. Cannot miss.)
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) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Judge's Mien (Type: Light, Passive. Your Light and Dark non-Aura attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
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Name : Zaltys
Level: 2
MaxHP: 27
MaxSP: 100
Strength: 5
Magic : 16
Vitality: 5
Agility : 18
Cunning : 11
Resist: Fire Light
Weak : Ice
Abilities Known:
1) Emit Light (Type: Light, 5 SP. 55 Power attack. Cannot miss.)
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) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Judge's Mien (Type: Light, Passive. Your Light and Dark non-Aura attacks have a 100% chance to delay the next turn of targets whose last action was a damaging ability.)
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Name : Slime
Level: 2
MaxHP: 42
MaxSP: 100
Strength: 11
Magic : 11
Vitality: 18
Agility : 4
Cunning : 11
Weak : Pierce Ice Body Light Matter
Abilities Known:
1) Dissolving Touch (Type: Matter, 5 SP. 55 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) Block Impact (Type: Defense, Passive. Provides a 33% chance to block Impact attacks.)
3) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
4) Malleable (Type: Healing, Passive. Improves natural HP regeneration and healing received (including from the Regen status effect) by 25%. Does not affect healing received based on dealing damage.)
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Name : Huo shu
Level: 2
MaxHP: 31
MaxSP: 100
Strength: 13
Magic : 12
Vitality: 10
Agility : 9
Cunning : 11
Resist: Fire
Weak : Ice
Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
3) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
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Name : Zombie
Level: 1
MaxHP: 40
MaxSP: 100
Strength: 14
Magic : 4
Vitality: 20
Agility : 7
Cunning : 5
Resist: Ice Body
Weak : Fire Electricity Mind Light
Abilities Known:
1) Infectious Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Infection, which prevents most HP and SP recovery.)
2) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by attacking them with a drain that heals you for 25% of their maximum HP.)
3) Gluttony (Type: Body, Passive. Provides a 50% increase in healing, SP restoration, and MaxHP bonuses from drains and abilities that heal based on damage dealt or restore SP based on SP drained.)
4) Infection Boost (Type: Body, Passive. Increases your chance to apply Infection by 50% of the original chance.)
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Tower 1.5 spawned, so headless is on the menu. Zombie + huo shu might be enough to get over the West pack.
I always wonder if reshape is worth maindecking on my summoner, and here I think the answer is yes. I picked up exhausting touch from a corpse, seems OK for an alternate damage type but doesn't really provide any direction. However, reshape + 5 magic stat points gives me offensive progression and defensive/utility progression as well, hopefully enough to get through tower 1.5 and then see where we are after.
Looking ahead to Phase 2: Melee Scrum. Early game combat is mostly dominated by melee bruisers. Ranged attacks haven't starting being common yet so combat generally devolves into a bunch of demons duking it out in close range. Notable pickups for this phase are headless, ogre, and zombie. The general plan is to put pounce/polar rush onto the melee goons and win the fights. Phase 2 will end when long range attacks become much more common and fights don't always look like melee scrums.