Matter/Mind Eye of the Dragon (because that Relic worked so well all the earlier times...) with Abbey Lubber starter.
The first attempt ended at Tower 4 thanks to some bad luck and decisions. Mosltly decisions.
Second attempt – Tower 1 ½ with Abbey Lubber, Slime, Gandayah, Malingee, Will-o-Wisp and Raicho. Ran into Headless immediately and recruited him. Almost failed the link thanks to Blessed Zombies with DEF and EVD up. Find some Almas and lose some MaxHP to being careless. Recruit a Jiang Shi and Freybug. Didn't keep an Alma, which might have been a mistake in retrospect since I lost Chill. I cleared up the level without too much trouble. The corpse clean up, on other hand... I'm down to 4 demons. At least I was able to replace my loses from a corpse on Tower 2.
At Tower 3, I find Actaeon. With him being in a corridor and with me picking up Bane from a corpse, surviving until Artemis shows up is hilariously easy. Then I link with Artemis and kill Actaeon in 3 turns. I also find a Dark/Healing Hand of the Dead Relic Wraith named Zip. He had only 3 demons, but he did remove a chunk of my MaxHP.
At Tower 4, I find Zaji. 3 of my demons and I are weak to some of her attacks. I used a Pain Glyph, a Flame Glyph, a Healing Gem and a Healing Stone to beat her. I also find Vikhor. My Headless dies because my Gandayah didn't heal him as soon as I thought it would and the Raichos had Acid Bolt. The Headless would cost almost 4000 Credits to Restore, so I'm not sure if it's worth it, especially when I'll need those credits to build up my party. I recruit a Zar to replace my losses. I find the Portal to Rush's Sanctum here.
In Rush's Sanctum, I recruited an Angel.
Tower 5 was mostly uneventful. Had a few troublesome fights with Easg Saints and Almas, but it was nothing extraordinary.
Now I have Angel, Artemis, Friar Rush, Malingee, Freybug and Lifegiver Gandayah. About halfway to Recovering Headless, but I might have to do some other Transmutations soon, so I'm still not sure if I will be able to do so.
- Code: Select all
Summoner Saler...
was chosen by the Eye of the Dragon,
selected Matter and Mind as their starting elements,
has earned a score of 2475,
is currently at Anomaly:1,
and is still alive!
--==== Main Character ====--
Name : Saler
Level: 6
MaxHP: 57
MaxSP: 100
Strength: 12
Magic : 16
Vitality: 16
Agility : 11
Cunning : 25
Resist: Matter
Weak : Ice
Abilities Known:
1) Acidic Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to inflict Melting, causing damage over time.)
2) 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))
3) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
4) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (5))
5) 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.)
6) Restore (Type: Healing, 20 SP. 105 Power heal. Cooldown: Restore (5))
7) Bane (Type: Dark, 25 SP. Only affects enemies weak to Dark. 10-100 Power attack, based on the target's current HP (more HP = more Power). Cannot miss. Cooldown: Dark (4))
8) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
Relic Upgrades:
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.)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Inventory:
1 Night rune
1 Mirror chime
2 Tempest rune
3 Curse rune
1 Pain glyph
1 Calm card
2 Zephyr card
1 Gold offering
2 Heal stone
1 Pure stone
1 Venom rune
Current Credits: 2181
Codex Daemonium Completion
Shared Codex : 132 / 153 (86% complete)
--==== Party Overview ====--
Element Users Immune Resistant Normal Weak
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Slash 0 0 0 6* 1
Impact 1 0 0 6* 1
Pierce 3* 0 0 6* 1
Fire 0 0 2 4* 1
Ice 0 0 1 3 3*
Electricity 0 0 2 5* 0
Body 0 0 1 6* 0
Mind 2* 0 0 7* 0
Matter 1* 0 2* 5 0
Light 1 1 2 3* 1
Dark 2* 0 2 4* 1
n : Number of party members counted.
* : Denotes the main character is included.
--==== Current Party ====--
Name : Lifegiver Gandayah
Level: 6
MaxHP: 58
MaxSP: 125
Strength: 13
Magic : 23
Vitality: 26
Agility : 9
Cunning : 9
Resist: Electricity
Weak : Fire
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) 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) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
Name : Freybug
Level: 5
MaxHP: 41
MaxSP: 100
Strength: 12
Magic : 9
Vitality: 12
Agility : 18
Cunning : 24
Resist: Ice
Weak : Light
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.)
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Name : Malingee
Level: 5
MaxHP: 39
MaxSP: 100
Strength: 27
Magic : 6
Vitality: 12
Agility : 18
Cunning : 12
Resist: Fire Matter
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
5) Leech Bite (Type: Pierce, 10 SP. 70 Power attack. Heals the user for 50% of the damage dealt (affected by Body resistance).)
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Name : Artemis
Level: 6
MaxHP: 48
MaxSP: 100
Strength: 19
Magic : 8
Vitality: 11
Agility : 26
Cunning : 16
Resist: Body Light Dark
Weak : Slash Impact Pierce
Abilities Known:
1) Sure Shot (Type: Pierce, 25 SP. 70 Power attack. Cannot miss.)
2) Arc Needle (Type: Pierce, 15 SP. 70 Power attack. Half normal accuracy.)
3) Intent (Type: Buff, 5 SP. Briefly improves accuracy by 25%. Free action. Cooldown: Cantrip (3))
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) 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).)
6) Expose (Type: Debuff, 15 SP. 85% chance to reduce defense by 20%.)
7) Hinder (Type: Debuff, 15 SP. 85% chance to reduce evasion by 20%.)
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Name : Angel
Level: 9
MaxHP: 49
MaxSP: 100
Strength: 15
Magic : 27
Vitality: 19
Agility : 19
Cunning : 15
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%.)
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Name : Friar Rush
Level: 5
MaxHP: 45
MaxSP: 100
Strength: 12
Magic : 15
Vitality: 21
Agility : 9
Cunning : 18
Resist: Light Dark
Weak : Ice
Abilities Known:
1) Slap Silly (Type: Impact, 15 SP. 70 Power attack. Has a 50% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
2) Emit Void (Type: Dark, 10 SP. 70 Power attack. Cannot miss. Cooldown: Dark (1))
3) Dark Gift (Type: Healing, 15 SP. Cannot target characters weak to Dark. 60-130 Power heal, based on the target's Dark resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Dark (2))
4) 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))
5) Quiet Prayer (Type: None, 0 SP. Reduces Light and Dark cooldowns by 1 turn. 25% chance of an extra, random benefit as well.)
6) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents at full HP. (Bonuses are affected by Mind resistance.))
7) Hinder (Type: Debuff, 15 SP. 85% chance to reduce evasion by 20%.)
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