Would making Reshape Magic based nerf it? I mean, people often put it on frontliner, who generally have low Magic.
I got to Tower 6, clearing Anomaly and Python's Sanctum that was in it.
Ccoa's Sanctum went smoothly. I tried to recruit Ccoa but, my Demons killed it while I was getting to a better possition.
The corpse encounter I got soon afterwards didn't go so smoothly? With multiple party members, including me, almost dying. I had to use all of my Healing Stones, my Charm Rune and negotiations.
Besides me recruiting more new demons, not much happen in Anomaly 1. Python's Sanctum was rather challenging, however, with several encounters giving me trouble. I actually tried to recruit Python, killing his minions, retreating to recover and only then engaging him. Couldn't kill him fast enough. Probably should've kept my Cursed Goblin out to inflict DEF Down.
In Anomaly 2 I encountered Ludoc, a group of Fetches and a group with a Glitch in it. Turns out Artemis is a good counter against Fetches because they will just keep using basic attacks, with isn't nearly as scary as MaxHP drain they inflict. Ludoc and Glitch were troublesome to me. Speaking of Glitch, I think it's description says “your adversary the master”, with looks like a misspelling.
In Anomaly 3 I fought Paracelus. Does he always spawn here? It was yet another hard battle thank to his healing, Aithers and my team having
4 Light weaknesses. I had to retreat to recover after killing some of his demon with Snuff Out.
My party has 4 Light and 3 Dark weaknesses, witch is bad, and I feel like my healing could be better. But I think my party is pretty good. I have Artemis with Blood and Flesh Rot (I'm also relying on ACC up/ EVA down for her hiting thing because Sure Shot is too expensive), a Headless, a Cursed Goblin with Expose, Hinder and Ratting Cry, a Gi and a Chaos, all of witch have proven to be useful demons. I also got Life Siphon on myself, with should be good with Draw Wounds and Gluttony.
And since a new version is coming soon: will Codex Daemonim carry over?
- Code: Select all
Summoner Saler...
was chosen by the Orb of Power,
selected Dark and Mind as their starting elements,
has earned a score of 6141,
is currently at Tower:6,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 10
MaxHP: 71
MaxSP: 100
Strength: 4
Magic : 55
Vitality: 13
Agility : 4
Cunning : 24
Resist: Mind Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Vigor Siphon (Type: Dark, 30 SP. 70 Power attack, split between HP and MaxHP damage. 33% of the MaxHP damage is drained to the user as bonus MaxHP. Cannot miss.)
2) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
3) Mind Blank (Type: Mind, 10 SP. Four 40% chances to delay the next turn of the target.)
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) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
6) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 125 Power heal. Free action. Cooldown: Endure (5))
7) Gluttony (Type: Body, Passive. Provides a 50% increase in healing and MaxHP bonuses from drains and abilities that heal based on damage dealt.)
8) Life Siphon (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
Relic Upgrades:
Translator (Reduces the cost of using Copy Ability on yourself by 50%.)
Transpose Soul (Unlocks the Transpose Soul transmutation, which lets you sacrifice a demon to choose and learn one of the bonus abilities from the modifier it would pass if used with Fuse Demons.)
Quick Dismiss (Makes Dismiss a free action with a 1 turn cooldown.)
Inventory:
1 Trouble chime
1 Venom rune
1 Peace offering
6 Pure stone
2 Zephyr card
1 Ghost chime
1 Curse rune
1 Night rune
4 Chakra stone
2 Heal stone
1 Heal gem
1 Pure gem
Current Credits: 691
Codex Daemonium Completion
Shared Codex : 56 / 114 (49% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
--------------------------------------------------------------------
Slash 1 0 1 4 2*
Impact 1 0 0 5 2*
Pierce 1 0 0 5 2*
Fire 1 1 1 5* 0
Ice 0 0 2 5* 0
Electricity 0 1 0 5* 1
Body 2* 0 2 4* 1
Mind 1* 1 1* 4 1
Light 0 0 1 2* 4
Dark 1* 0 2* 2 3
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Cursed Goblin
Level: 9
MaxHP: 59
MaxSP: 100
Strength: 14
Magic : 10
Vitality: 14
Agility : 19
Cunning : 38
Resist: Fire
Weak : Mind
Abilities Known:
1) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
2) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
3) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
4) Dash (Type: None, 20 SP. Move to the target position instantly. Cooldown: Charge (8))
5) Hinder (Type: Debuff, 15 SP. 70% chance to reduce evasion by 20%.)
6) Rattling Cry (Type: Debuff, 20 SP. 70% chance to briefly reduce accuracy by 20% for enemies. Cooldown: Presence (4))
7) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
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Name : Headless
Level: 9
MaxHP: 82
MaxSP: 100
Strength: 23
Magic : 7
Vitality: 39
Agility : 13
Cunning : 13
Resist: Ice Body
Weak : Electricity Light
Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) 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.)
5) 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.)
6) Diehard (Type: Defense, Passive. Prevents death, except by Ignite or Poison damage. May trigger an Endure cooldown when activated (more damage dealt = higher chance). Cooldown: Endure (5))
7) 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.)
8) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
Name : Artemis
Level: 9
MaxHP: 59
MaxSP: 100
Strength: 23
Magic : 9
Vitality: 13
Agility : 31
Cunning : 19
Resist: Body Light Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Arc Needle (Type: Pierce, 15 SP. 70 Power attack. 50% accuracy.)
2) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (5))
3) 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.)
4) Venomous (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Poison, causing damage over time (can stack three times).)
5) Expose (Type: Debuff, 15 SP. 70% chance to reduce defense by 20%.)
6) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
7) Blood Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's offense by 20%.)
8) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
Name : Lifegiver Fotia
Level: 9
MaxHP: 61
MaxSP: 100
Strength: 6
Magic : 34
Vitality: 15
Agility : 15
Cunning : 25
Immune: Fire
Weak : Light Dark
Abilities Known:
1) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Fan Flames (Type: Fire, 25 SP. Must target an Ignited character. 55 Power attack. Has a 33% chance to Ignite the target for an unusually long duration. Cannot miss.)
4) Bask (Type: Fire, 0 SP. 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))
5) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
6) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
7) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
Name : Gi
Level: 10
MaxHP: 80
MaxSP: 100
Strength: 32
Magic : 8
Vitality: 44
Agility : 8
Cunning : 8
Immune: Electricity
Resist: Slash Ice
Weak : Body Light Dark
Abilities Known:
1) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
2) Stunning Blow (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Stun, causing the target to miss their next turn.)
3) Stone Stance (Type: Defense, Passive. Provides a 15% chance to block Slash, Impact, Pierce, Fire, Ice, and Electricity attacks if your last action was not movement.)
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
5) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
6) 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 : Chaos
Level: 9
MaxHP: 63
MaxSP: 100
Strength: 13
Magic : 28
Vitality: 28
Agility : 13
Cunning : 13
Immune: Mind
Weak : Light Dark
Abilities Known:
1) Life Siphon (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
2) Draw Wounds (Type: Healing, 0 SP. 105 Power heal. Costs HP equal to the amount healed. Healing and HP cost are limited to what will not kill the user and what the target needs to reach maximum. Free action. Cooldown: Cantrip (1))
3) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
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--==== Recently Slain Allies ====--
Name : Freybug
Level: 5
MaxHP: 42
MaxSP: 100
Strength: 12
Magic : 9
Vitality: 12
Agility : 18
Cunning : 24
Resist: Ice
Weak : Light
Abilities Known:
1) Hinder (Type: Debuff, 15 SP. 70% 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.)
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Name : Kasha
Level: 4
MaxHP: 36
MaxSP: 100
Strength: 10
Magic : 13
Vitality: 12
Agility : 18
Cunning : 17
Resist: Fire Light Dark
Weak : Ice
Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 33% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 13% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 70% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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Name : Chindi
Level: 6
MaxHP: 42
MaxSP: 100
Strength: 6
Magic : 21
Vitality: 16
Agility : 16
Cunning : 21
Immune: Body
Resist: Slash Pierce Ice Dark
Weak : Impact Electricity Light
Abilities Known:
1) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 50% chance to apply Infection, which hinders HP and SP recovery.)
2) Haunt (Type: Dark, 30 SP. Must target an enemy. Warps you adjacent to the enemy, and has two 70% chances to delay the enemy's next turn. Free action. Cooldown: Dark (6))
3) Blood Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's offense by 20%.)
4) Snuff Out (Type: Dark, 25 SP. 130 Power attack, but misses if the damage would not be fatal. Cooldown: Dark (3))
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Name : Malingee
Level: 7
MaxHP: 47
MaxSP: 100
Strength: 32
Magic : 6
Vitality: 13
Agility : 21
Cunning : 13
Resist: Fire
Weak : Ice
Abilities Known:
1) Fierce Stab (Type: Pierce, 5 SP. 70 Power attack.)
2) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
3) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
4) Block Impact (Type: Defense, Passive. Provides a 33% chance to block Impact attacks.)
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Name : Faerie
Level: 7
MaxHP: 44
MaxSP: 100
Strength: 6
Magic : 22
Vitality: 8
Agility : 28
Cunning : 21
Resist: Mind
Weak : Body
Abilities Known:
1) Lucky Charm (Type: Healing, 10 SP. Resets Luck cooldown. 25% chance of an extra, random benefit as well.)
2) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
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))
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Name : Blob
Level: 7
MaxHP: 63
MaxSP: 100
Strength: 28
Magic : 6
Vitality: 28
Agility : 12
Cunning : 11
Resist: Impact Electricity
Weak : Fire Ice Body Light
Abilities Known:
1) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
2) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
3) Flesh Rot (Type: Body, Passive. When you apply Infection, Poison, or Paralysis, you have a 50% chance to reduce the target's defense by 20%.)
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