I feel it's going to be a very sad run.
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Demon Party Dump File
Version 6/26/2017, Scoring Model: 5/26/2017
Dump file created at: 7/1/2017 11:12:38 PM
Summoner Trefer...
was chosen by the Faithful Heart,
selected Fire and Mind as their starting elements,
has earned a score of 7311,
is currently at Anomaly:3,
and is still alive!
--==== Main Character ====--
Name : Trefer
Level: 11
MaxHP: 76
MaxSP: 100
Strength: 4
Magic : 42
Vitality: 23
Agility : 4
Cunning : 37
Resist: Fire
Weak : Dark
Abilities Known:
1) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
2) 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.)
3) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
4) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
5) 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: Dark (3))
6) Auraward (Type: Defense, Passive. If your last action was a Fire, Electricity, or Ice ability, you gain Resist against all three of these types.)
7) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
8) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
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...)
Inventory:
1 Curse rune
5 Heal stone
2 Pure gem
3 Zephyr card
1 Pain glyph
1 Bolt glyph
2 Pure stone
2 Chakra stone
1 Flame glyph
1 Ghost chime
1 Bronze offering
Current Credits: 1418
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
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Slash 2 0 0 5* 0
Impact 0 0 0 5* 0
Pierce 1 0 0 5* 0
Fire 2* 0 3* 2 0
Ice 0 0 1 2* 2
Electricity 1 1 0 2* 2
Body 0 1 2 2* 0
Mind 1* 0 1 2* 2
Light 0 0 0 4* 1
Dark 1* 0 0 4 1*
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Headless
Level: 10
MaxHP: 82
MaxSP: 100
Strength: 24
Magic : 8
Vitality: 40
Agility : 14
Cunning : 14
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))
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Name : Raiju
Level: 18
MaxHP: 61
MaxSP: 100
Strength: 16
Magic : 40
Vitality: 16
Agility : 40
Cunning : 28
Immune: Electricity
Resist: Fire
Weak : Ice Mind
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) 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))
6) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (3))
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Name : Aspis
Level: 9
MaxHP: 65
MaxSP: 100
Strength: 23
Magic : 9
Vitality: 33
Agility : 15
Cunning : 15
Resist: Body
Weak : Ice Mind
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) Prepare (Type: Buff, 5 SP. Briefly improves defense by 25%. Free action. Cooldown: Cantrip (3))
3) 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).)
4) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
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Name : Fiery Ruhin
Level: 8
MaxHP: 49
MaxSP: 100
Strength: 5
Magic : 22
Vitality: 14
Agility : 23
Cunning : 26
Immune: Body
Resist: Fire Mind
Weak : Electricity
Abilities Known:
1) Focus (Type: Buff, 10 SP. Improves accuracy by 25%.)
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
5) 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))
6) Combust (Type: Fire, 5 SP. 100% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
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--==== Recent Messages ====--
The fetch will be burning longer!
Using Ember Burst...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You gesture at nothing in particular.
The fetch will be burning longer!
Your ruhin stares at the ruhin.
The ruhin will be burning longer!
Your ruhin misses the fetch.
The fetch hits your ruhin.
Using Pyre Rite...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You stare at the fetch.
Your ruhin looks healthier.
You feel refreshed.
Your ruhin exhales a burst of flames.
Your ruhin burns the fetch.
The fetch dies!!
Using Pyre Rite...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You stare at the ruhin.
Your ruhin looks healthier.
You feel better.
Your ruhin looks refreshed.
You feel refreshed.
Your ruhin stares at the ruhin.
The ruhin will be burning longer!
Your ruhin hits the ruhin.
The ruhin misses your ruhin.
Using Ember Burst...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You gesture at nothing in particular.
The ruhin resists.
Your ruhin hits the ruhin.
The ruhin gestures at itself.
The ruhin will be more evasive longer!
Using Pyre Rite...
Aim within the possible target area using
movement keys. Press Enter to execute,
Escape to cancel.
You stare at the ruhin. You feel refreshed.
Your ruhin hits the ruhin.
Your ruhin kills the ruhin!!
--==== Recently Slain Allies ====--
Name : Ccoa
Level: 6
MaxHP: 44
MaxSP: 100
Strength: 8
Magic : 22
Vitality: 11
Agility : 17
Cunning : 22
Resist: Ice Electricity
Weak : Body Light
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 by 12%.)
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 SP regeneration by 50%.)
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Name : Actaeon
Level: 7
MaxHP: 59
MaxSP: 100
Strength: 26
Magic : 6
Vitality: 19
Agility : 26
Cunning : 8
Resist: Ice
Weak : Fire Mind Light Dark
Abilities Known:
1) Quelling Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (3))
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
5) Mob Cover (Type: Defense, Passive. Gain a 15% chance to dodge attacks when adjacent to an enemy other than the attacker.)
6) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
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Name : Lifegiver Faerie
Level: 7
MaxHP: 52
MaxSP: 125
Strength: 5
Magic : 26
Vitality: 15
Agility : 22
Cunning : 17
Resist: Mind
Weak : Body
Abilities Known:
1) Healing Charm (Type: Healing, 25 SP. 80 Power heal. 25% chance of an extra, random benefit as well.)
2) 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))
3) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
4) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Normalize Host (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
Name : Kasha
Level: 9
MaxHP: 49
MaxSP: 100
Strength: 13
Magic : 17
Vitality: 17
Agility : 25
Cunning : 23
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 35% 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 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 85% 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%.)
5) Yellow Whisper (Type: Mind, 25 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Free action. Cooldown: Presence (6))
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Name : Lifegiver Nero
Level: 8
MaxHP: 65
MaxSP: 125
Strength: 12
Magic : 30
Vitality: 29
Agility : 11
Cunning : 8
Resist: Fire Ice
Weak : Body Light Dark
Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
4) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Normalize Host (Type: Healing, 5 SP. Removes Ignite, Chill, and Shock.)
8) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
Name : Malingee
Level: 9
MaxHP: 52
MaxSP: 100
Strength: 35
Magic : 7
Vitality: 15
Agility : 23
Cunning : 15
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) Quelling Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce offense by 20% for enemies. Cooldown: Presence (3))
5) Numbing Bite (Type: Pierce, 15 SP. 70 Power attack. Has a 50% chance to inflict Paralysis, causing the target to frequently miss their turns.)
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I'm actually losing plenty of demons, which kind of hurts my chances to get far. Though I was lucky early on: there was a fiery demon with ember burst and ember heart, which I, of course, picked up. It's pretty nice ability, but it would be better if I had a good source of damage .
Got Actaeon per the plan (tm) and had quelling cry copied to my malignee.
I also managed to catch Ccoa and copied vigorous on my faerie (later to nero), and added stormwalk to raiju because why not? Free SP! Also, saw aerasi, but... they didn't spark me despite me having no electricity-resistant demons at the time. Not that I'm complaining... Also got Raiju there with aid of Swiftness.
Then I got into anomaly... Boy oh boy. Until A:3 I had no problems at all, but then:
1. While I was trying to play the positional game (place two demons far enough for her to not benefit from cleave), nero decided to charge (as in "run to", not use a skill) straight to Madevra, forcing me to dismiss him, then dismiss raiju (he was in red), then witness my kasha try to slash her, fail, get stunned and killed. Then I got very, very mad, charmed & ingited her and dumped 3 bolt glyphs to obliterate her.
(Paracelsus was quite easy, I'm not even sure why)
2. Then, I met ice-focused hand of the dead relic. In the ensuing fight I lost my malignee (chilling blast + icebreaker + 53 magic = one dead demon) and nero (he decided to melee someone again). And, of course, with malignee I lost quelling cry, and with nero I lost absolution, tireless, calm and cleanse. And vigorous. And I'm low on credits. Goddamnit.
3. Then I enemy lured a group of fetches who managed to drain a lot of MaxHP. Good thing I have spare pure gems, or the run could be called toast already.