Was I suppose to get a lucky lvl 16 on TL3?

The tower awaits!

Was I suppose to get a lucky lvl 16 on TL3?

Postby RedPine » Thu Nov 11, 2021 4:57 am

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Demon Party Dump File
Version 10/28/2021, Scoring Model: 10/26/2021
Dump file created at: 11/10/2021 9:47:34 PM


Summoner Redd...
was chosen by the Crown of Glory,
selected Mind as their starting element,
has earned a score of 2037,
is currently at Ccoa's Sanctum,
and is still alive!



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

Name : Redd
Level: 6
MaxHP: 54
MaxSP: 100

Strength: 10
Magic   : 30
Vitality: 15
Agility : 10
Cunning : 10

Resist: Mind
Weak  : Body

Abilities Known:
1) Minor Pain (Type: Mind, 15 SP. 40 Power attack. Has a 70% chance to delay the next turn of the target. Cannot miss.)
2) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
3) 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))
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) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
6) 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.)
7) Delay Boost (Type: None, Passive. Increases your chance to delay an enemy's turn by 50% of the original chance.)
8) Reserves (Type: None, Passive. If you would gain a time-based cooldown longer than 1 turn and do not have a Reserves cooldown, you instead gain a Reserves cooldown of the same amount. Cooldown: Reserves (0))

Relic Upgrades:
Capacity Up IV (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)
Copy Saver (Reduces the cost of Copy Ability by 33%.)

Inventory:
2 Guardian gem
1 Meteor rune
2 Heart glyph
2 Heal stone
1 Calm card
1 Might gem
1 Pure stone
1 Night rune

Brands:
Po-Qu-Fo (Lv.2)
  4+ Electricity abilities
  Agility: +4
  Magic: +4
In-Du (Lv.2)
  Vitality: +3
  Max SP: +7
Sh-Co-Ex (Lv.2)
  Max SP: -50
  SP Costs: -2
  Cunning: +7
Du-Rel (Lv.2)
  No base SP cost above 20
  Vitality: +6
Qu (Lv.4)
  Agility: +6
Sa-Fl-Pa (Lv.4)
  Level is 24 or higher
  Last Used: Dark
  HP per Turn: +2.8% of MaxHP
Ra-In (Lv.4)
  Max SP: +7
  Speed: +7%
Qu-In-Na (Lv.4)
  Cunning: -3
  Max SP: +9
  Agility: +5
Ra-Sh-Lif (Lv.4)
  Base Strength is 19 or more
  Cunning: +5
  Speed: +9%
Ef-Ra (Lv.5)
  Speed: +7%
  SP per Turn: +0.8
Ra (Lv.5)
  Speed: +10%

Current Credits: 2389

Codex Daemonium Completion
Shared Codex   : 17 / 198 (8% complete)



--==== Party Overview  ====--

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

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



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

Name : Familiar
Level: 6
MaxHP: 49
MaxSP: 100

Strength: 15
Magic   : 15
Vitality: 15
Agility : 15
Cunning : 15

Resist: Mind Dark
Weak  : Light Matter

Abilities Known:
1) Mind Spike (Type: Mind, 10 SP. 40 Power attack. Cannot miss.)
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.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Lifegiver Gandayah
Level: 6
MaxHP: 55
MaxSP: 125

Strength: 12
Magic   : 22
Vitality: 25
Agility : 8
Cunning : 8

Resist: Electricity
Weak  : Fire

Soul Brand:
Co-Ra-So (Lv.1)
  Is an Unmodified Demon
  Speed: +14%
  SP Costs: -2

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) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
7) 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))
8) 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))


Name : Drakesworn Zombie
Level: 5
MaxHP: 65
MaxSP: 100

Strength: 16
Magic   : 11
Vitality: 30
Agility : 8
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.)
5) Acid Breath (Type: Matter, 10 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 (4))
6) Reserves (Type: None, Passive. If you would gain a time-based cooldown longer than 1 turn and do not have a Reserves cooldown, you instead gain a Reserves cooldown of the same amount. Cooldown: Reserves (0))
7) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
8) ------------


Name : Stormsworn Ogre
Level: 6
MaxHP: 48
MaxSP: 100

Strength: 20
Magic   : 12
Vitality: 19
Agility : 12
Cunning : 12

Resist: Electricity Body Matter
Weak  : 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 attacking them with a drain that heals you 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) Storm Breath (Type: Electricity, 10 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Cooldown: Breath (3))
6) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
7) Reserves (Type: None, Passive. If you would gain a time-based cooldown longer than 1 turn and do not have a Reserves cooldown, you instead gain a Reserves cooldown of the same amount. Cooldown: Reserves (0))
8) 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%).)


Name : Vikhor
Level: 6
MaxHP: 38
MaxSP: 109

Strength: 12
Magic   : 12
Vitality: 12
Agility : 29
Cunning : 12

Resist: Ice Electricity Mind Matter
Weak  : Pierce

Soul Brand:
Qu-In-Na (Lv.4)
  Cunning: -3
  Max SP: +9
  Agility: +5

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
3) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) Cleave (Type: Slash, 15 SP. 70 Power attack.)
6) Parry (Type: Defense, Passive. Provides a 33% chance to parry Melee, Beam, and Direct range Slash, Impact, and Pierce abilities if your last used ability was also such.)
7) ------------
8) ------------


Name : Ccoa
Level: 6
MaxHP: 41
MaxSP: 100

Strength: 7
Magic   : 21
Vitality: 10
Agility : 17
Cunning : 29

Resist: Ice Electricity
Weak  : Body Light

Soul Brand:
Ra-Sh-Res (Lv.5)
  SP equal to MaxSP
  Cunning: +9
  Speed: +14%

Abilities Known:
1) Hail Shot (Type: Ice, 20 SP. 70 Power attack split between Ice and Impact; both the Ice and Impact damage are based on Magic. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
2) Discharge (Type: Electricity, 10 SP. Targets a random enemy. 70 Power attack. Has a 20% chance to inflict Shock, causing the target to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
4) Stormwalk (Type: Electricity, 0 SP. Must target a Shocked character. Warps you adjacent to the target, and restores 20 of your SP. Free action. Cooldown: Charge (1))
5) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
6) Vigorous (Type: None, Passive. Increases base SP regeneration by 50%.)
7) Ice Breath (Type: Ice, 10 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Chills the targets, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Breath (3))
8) Reserves (Type: None, Passive. If you would gain a time-based cooldown longer than 1 turn and do not have a Reserves cooldown, you instead gain a Reserves cooldown of the same amount. Cooldown: Reserves (0))


Name : Raiju
Level: 16
MaxHP: 55
MaxSP: 100

Strength: 15
Magic   : 35
Vitality: 15
Agility : 35
Cunning : 25

Immune: Electricity
Resist: Fire
Weak  : Ice Mind

Soul Brand:
Ef-Ra (Lv.5)
  Speed: +7%
  SP per Turn: +0.8

Abilities Known:
1) Pounce (Type: Slash, 15 SP. Must target a character. Leap to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Electrocute (Type: Electricity, 10 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) Electropulse (Type: Electricity, 15 SP. 70 Power attack. Has an 10% chance to inflict Shock, causing the targets to miss their next turn.)
5) Anti Held (Type: Defense, Passive. Prevents Held from being applied to you.)
6) 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%).)
7) ------------
8) ------------



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

 Your raiju shocks the kasha for 12.
 Your raiju shocks the gandayah for 6.
 It isn't very effective.
 Your raiju shocks the will o' wisp for 15.
 It's super effective!
 The kasha sears your raiju for 1.
 It isn't very effective.
 Vikhor slashes the haietlik for 6.
 Vikhor kills the haietlik!!
 The will o' wisp flies through your raiju for 6.
 The will o' wisp is healed for 4.
 Ccoa launches hail at the will o' wisp.
 Ccoa freezes the will o' wisp for 4.
 Ccoa hits the will o' wisp for 2.
 It isn't very effective.
 The will o' wisp starts shivering!
 The will o' wisp stumbles.
 The gandayah is no longer shocked.
 The gandayah hits your raiju for 4.
 The gandayah is healed for 5.
 The kasha claws your raiju for 3.
 The kasha sears your raiju for 1.
 It isn't very effective.
 The kasha is healed for 4. (x2)
 Using Censure...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You smite the will o' wisp for 6.
 It's super effective!
 You kill the will o' wisp!!
 Your raiju emits a blast of electricity.
 Your raiju shocks the kasha for 12.
 Your raiju shocks the gandayah for 6.
 It isn't very effective.
 The kasha sears your raiju for 1.
 It isn't very effective.
 Your raiju is set on fire!
 Ccoa discharges electricity.
 Ccoa misses the gandayah.
 The gandayah misses your raiju.
 The kasha claws your raiju for 3.
 The kasha sears your raiju for 2.
 It isn't very effective.
 The kasha is healed for 4. (x2)
 Your raiju emits a blast of electricity.
 Your raiju shocks the kasha for 12.
 Your raiju shocks the gandayah for 6.
 It isn't very effective.
 The kasha sears your raiju for 1.
 It isn't very effective.
 One of your allies is in danger!
 Using Censure...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Nevermind then.
 Using Minor Pain...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You psi-blast the kasha for 4.
 The kasha stumbles.
 Ccoa discharges electricity.
 Ccoa strikes the gandayah for 3.
 It isn't very effective.
 Your raiju emits a blast of electricity.
 Your raiju shocks the kasha for 12.
 Your raiju kills the kasha!!
 Your raiju shocks the gandayah for 5.
 It isn't very effective.
 Vikhor leaps at the gandayah.
 Vikhor rends the gandayah for 5.
 The gandayah is stunned!
 Using Minor Pain...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You psi-blast the gandayah for 5.
 Ccoa discharges electricity.
 Ccoa strikes the gandayah for 4.
 It isn't very effective.
 Ccoa kills the gandayah!!
 Your gandayah reaches Level 6!
 Your raiju is no longer on fire.
 Your raiju feels less guilty.
 You begin resting.
 You gesture at your raiju.
 You drain yourself for 11.
 Your raiju is healed for 11.
 You gesture at your raiju.
 You drain yourself for 11.
 Your raiju is healed for 11.
 You gesture at your raiju.
 You drain yourself for 11.
 Your raiju is healed for 11.
 Rest complete, but you must defeat enemies to
 restore your allies' missing Maximum HP.
 There is a warp to Tower:4 here. Press 'p', '<',
 or '>' to change levels.



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

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.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Freybug
Level: 4
MaxHP: 36
MaxSP: 100

Strength: 10
Magic   : 8
Vitality: 10
Agility : 16
Cunning : 21

Resist: Ice
Weak  : Light

Soul Brand:
Co-Ra-So (Lv.1)
  Is an Unmodified Demon
  Speed: +14%
  SP Costs: -2

Abilities Known:
1) Hinder (Type: Debuff, 15 SP. 85% chance to reduce evasion by 20%.)
2) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
3) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Buruburu
Level: 1
MaxHP: 25
MaxSP: 100

Strength: 5
Magic   : 13
Vitality: 6
Agility : 13
Cunning : 13

Immune: Body Matter
Resist: Ice
Weak  : Electricity Mind Light Dark

Abilities Known:
1) Exhausting Touch (Type: Body, 15 SP. 70 Power attack. Reduces the target's SP by 20%.)
2) Piercing Gaze (Type: Mind, 0 SP. 55 Power attack. Cannot miss. Cooldown: Presence (3))
3) Harass (Type: Dark, 20 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: Charge (3))
4) Delay Boost (Type: None, Passive. Increases your chance to delay an enemy's turn by 50% of the original chance.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Firesworn Slime
Level: 4
MaxHP: 51
MaxSP: 100

Strength: 13
Magic   : 13
Vitality: 17
Agility : 9
Cunning : 13

Resist: Fire
Weak  : Pierce Ice Body Light Matter

Soul Brand:
Sa-Ra-Al (Lv.2)
  2 or less visible allies
  Speed: +14%
  HP per Turn: +1.4% of MaxHP

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.)
5) Scorching Touch (Type: Fire, 10 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
6) 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))
7) ------------
8) ------------


Name : Easg saint
Level: 4
MaxHP: 38
MaxSP: 100

Strength: 6
Magic   : 20
Vitality: 13
Agility : 19
Cunning : 1

Immune: Light
Weak  : Body Dark

Soul Brand:
Du-Ra-Na (Lv.4)
  Cunning: -13
  Speed: +11%
  Vitality: +6

Abilities Known:
1) Censure (Type: Light, 10 SP. 40 Power attack. Cannot miss.)
2) 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.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Drakesworn Red cap
Level: 5
MaxHP: 51
MaxSP: 100

Strength: 17
Magic   : 14
Vitality: 22
Agility : 13
Cunning : 12

Resist: Body
Weak  : Electricity Light

Soul Brand:
Qu-Du (Lv.3)
  Vitality: +4
  Agility: +4

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Throw Rock (Type: Impact, 5 SP. 70 Power attack. Cooldown: Luck (3))
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
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) Ice Breath (Type: Ice, 10 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Chills the targets, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Breath (3))
6) Reserves (Type: None, Passive. If you would gain a time-based cooldown longer than 1 turn and do not have a Reserves cooldown, you instead gain a Reserves cooldown of the same amount. Cooldown: Reserves (0))
7) ------------
8) ------------


Name : Charged Buruburu
Level: 5
MaxHP: 36
MaxSP: 100

Strength: 5
Magic   : 23
Vitality: 6
Agility : 18
Cunning : 18

Immune: Body Matter
Resist: Ice Electricity
Weak  : Mind Light Dark

Abilities Known:
1) Exhausting Touch (Type: Body, 15 SP. 70 Power attack. Reduces the target's SP by 20%.)
2) Piercing Gaze (Type: Mind, 0 SP. 55 Power attack. Cannot miss. Cooldown: Presence (3))
3) Harass (Type: Dark, 20 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: Charge (3))
4) Delay Boost (Type: None, Passive. Increases your chance to delay an enemy's turn by 50% of the original chance.)
5) Volt Call (Type: Electricity, 20 SP. 40 Power attack. Has a 35% chance to inflict Shock, causing the target to miss their next turn. Cannot miss.)
6) 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%).)
7) ------------
8) ------------




I just finished TL 3, and found a LVL 16, alone, with an easy just chase link. (To be fair, swiftness+dash+reserves might be overkill.) Am I suppose to have something this strong this early? His abilities could use some work, but his raw stats are significantly ahead of the lvl 5 uniques I've collected... and not needing to abandon him due to EXP penalties means I can invest heavily in his abilities without wasting my investment.

Don't get me wrong, this is a VERY nice bit of RNG, I'm just worried that this might not be intentional. If this were a hard won combat link or a pricy negotiation link I might not feel so guilty... but then again, a level 16 combat link might not be feasible for my level 5 party.

OTOH, I am specifically kitted for chases, so this could just be a case of me being rewarded for preparedness. There's also the tiny factor that the +10 to his stats results in a mere 10% bonus against creatures my level.
RedPine
 
Posts: 24
Joined: Mon Nov 08, 2021 6:37 pm

Re: Was I suppose to get a lucky lvl 16 on TL3?

Postby Ferret » Thu Nov 11, 2021 4:24 pm

Yeah, out of depth, even severely out of depth demons, can appear, especially in Sanctums. :) And, I'd also agree this was a case of you being properly prepared: if you had had neither Swiftness or Dash, it would have been much more difficult to chase him down.

It certainly will be a good power boost for awhile, but in its way, this is no different from finding a powerful artifact on an early floor of another roguelike. :) It doesn't happen every game, and even when it does you aren't always playing a build that can take advantage fully, but when both line up, you can go on a bit of a rampage. :D

Nothing lasts forever, of course. You'll enjoy some extra power for awhile, but in general, Demon is balanced such that each dungeon floor is 1 experience level. So, ten floors from now (or maybe eleven or twelve since he'll gain a level or two on the way), you'll be at a spot where you could have recruited him normally, and at that point the balance will be roughly back to "normal".
User avatar
Ferret
 
Posts: 1778
Joined: Tue Sep 16, 2014 3:18 pm

Re: Was I suppose to get a lucky lvl 16 on TL3?

Postby RedPine » Fri Nov 12, 2021 7:06 am

I've already noticed that while powerful, he isn't the solution to everything. His HP, though high, is still comparable to tank builds of the same level, he gets focused by enemies because he's so aggressive, and his kit is limited to a single element. My other heavy hitters, especially the level 5 uniques and the Drakesworn, are also pulling almost as much weight.

My main breakthrough in this run is realizing that it is relatively cheap (with the crown) to swap abilities among my demons on the fly. Not sure if an investment is worth it? Don't invest until a relevant fight begins. Sharing even a single ability between minions - such as Reserves or any Dragon Breath - can be a gamechanger.

The other thing I've learned is that if you over-invest in a single element, as long as your opponent isn't outright immune, you can still do respectable damage and debuffing. In my case, I've overinvested in turn delay via light abilities, with mind-based turn delay as a backup. Even against enemies that 'resist', I still provide reliable support to my team. Same goes for my high level demon with electricity, all of those bonuses really add up.

The last thing I've learned is that fleeing is rarely an option - even though I'm specifically built for it. Losing multiple demons to Demon Preservation leaves me too weak for a rematch. The only way to survive is to win battles, spending CC and items as needed. The only time fleeing works well is the corpse fights after I've already mapped and cleared the level.
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Re: Was I suppose to get a lucky lvl 16 on TL3?

Postby Ferret » Fri Nov 12, 2021 3:09 pm

Yeah, among demons of his own level, Raiju is definitely a glass cannon type, and it is made a bit worse by the fact he's a melee-oriented one. He can do real damage if he's in the mix and alive, but it can be easier than you'd like for the alive part to come to a swift end.

Mid-combat progression is definitely handy. :D Reshape is a favorite early one of mine for that: you can transfer it to anything and it can heal and status clean itself as a free action next turn (and it isn't a terrible early ability for most demons to have anyway, so decent long-term value too.)

Running away can work in Demon, but you have to do it much earlier than you would in other roguelikes. Successful retreats are those that start sooner rather than later. If you don't start fleeing until your demons are already low health and/or drowning in debuffs, you're probably going to have a bad time of it. But, over time, you'll learn to see when a fight is starting to go badly and can begin retreating earlier, which will greatly reduce the losses.

Some upgrades can also help with this: Enemy Sense for knowing where it is safe to run to, Far Summon for throwing a designated "tank" in front of enemies to buy you time to back off / unsummon more fragile or wounded characters, etc.
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Re: Was I suppose to get a lucky lvl 16 on TL3?

Postby Paul » Tue Nov 16, 2021 10:14 am

If you are willing to spend 5 Relic points, Demon Call is excellent for repairing hp, at least after the first time you recruit an Asrai. In general recrutiing Asrai can be a great way to repair max hp, provided you can kill enough peasants.

Raiju is a great demon but it wont be useful forever. Though I like to teach it Frost dart (or Frost Arrow, but I doubt that's available to you now) to give it coverage and a range attack
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