Got a 'ghost win' with a stupid name, as usual. You can guess what happened to the character before this one...
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,
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.
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.)
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