RNG is a fickle god

The tower awaits!

Re: RNG is a fickle god

Postby SummerSnowman » Sat Mar 16, 2019 6:49 am

Got two YASDs in quick succession.

The first one, not listed, had me facing a heroic Chachapuma that I thought I could take out and get the other recruitments as well for maximum credits from recycle. I was wrong. It stunned me and clobbered me while the other demons woke up and blasted me. I lost two silver offerings and a gold offering from this. :cry:

This next death was pretty crushing. I should have won this, but I got too uncaring and went too quickly without taking stock of the situation. I underestimated Phoenix and Ruler, so shock and high damage killed me, causing me to lose a run with a Frost Ring Mulassa from Anzu's Sanctum. Whoops. :cry: This Oni was also mediocre, since it didn't get the top-tier debuffs like crippling or terrifying.

On a lighter note, getting that Mulassa in the first place was interesting. I started off with losing my Stormy Frost Ring Akateko before getting into melee range with Miodchaoin and Anzu. Then, it panicked my demons. Still, I tried the link, and started off with a frost glyph. Then, I transitioned into a shock glyph. I used two chakra gems after, and my demons luckily got extra hits in, allowing me to finish it off with a flame glyph. :)

I've observed that Miodchaoin seems to have a really low spawn rate. I think I managed to see Charlie more times than I've seen Miodchaoin. Does he actually have cryptid rates, or is it just RNG acting up again?

Code: Select all
Demon Party Dump File
Version 3/13/2019, Scoring Model: 3/10/2019
Dump file created at: 3/15/2019 10:37:12 PM


Summoner Renegade...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 35774,
is currently at Tower:18,
and is quite dead!



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

Name : Renegade
Level: 25
MaxHP: 148
MaxSP: 100

Strength: 10
Magic   : 75
Vitality: 66
Agility : 16
Cunning : 10

Resist: Body
Weak  : Dark

Soul Brand:
Ri-Du-Cl (Lv.21)
  Agility: -9
  Vitality: +16
  SP Costs: -22%

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
4) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
5) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (6))
6) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
7) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
8) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)

Relic Upgrades:
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)

Inventory:
3 Pain glyph
1 Meteor rune
10 Pure stone
1 Heal gem
2 Tempest rune
2 Heart glyph
13 Heal stone
2 Trouble chime
2 Magic map
1 Purple essence
4 Peace offering
2 Ghost chime
1 Zephyr card
2 Flame glyph
1 Curse rune
1 Pure gem
2 Chakra gem
5 Chakra stone
1 Night rune

Brands:
Du-Fre (Lv.4)
  SP above 50
  Vitality: +7
Ef-Du-Im-Rel (Lv.8)
  No base SP cost above 15
  Magic: -8
  Vitality: +15
  SP per Turn: +2.2
Mi-Im (Lv.10)
  Magic: -5
  Strength: +14
Ef-Mi-Fr-Lif (Lv.10)
  Base Strength is 47 or more
  Vitality: -2
  Strength: +12
  SP per Turn: +1.6
Co-Sh-Em (Lv.11)
  7 or less abilities
  Cunning: +8
  SP Costs: -2
Sh-Ri-Fr-Fre (Lv.12)
  SP above 50
  Vitality: -3
  SP Costs: -17%
  Cunning: +11
Sh-Ef-Cl-Dis (Lv.12)
  Base Magic is 52 or more
  Agility: -10
  SP per Turn: +2.5
  Cunning: +20
Po-Co-Na (Lv.13)
  Cunning: -11
  SP Costs: -3
  Magic: +14
Co-Cl-Dis (Lv.14)
  Base Magic is 23 or more
  Agility: -11
  SP Costs: -5
Po-Fa (Lv.21)
  SP per Turn: -2.0
  Magic: +21
Ri-Du-Cl (Lv.21)
  Agility: -9
  Vitality: +16
  SP Costs: -22%
Sh (Lv.24)
  Cunning: +16

Current Credits: 18824



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        2          0          0          9*         0         
Impact       2          0          0          8*         1         
Pierce       1          0          1          8*         0         
Fire         4*         1          2          3*         3         
Ice          3*         1          1          5*         2         
Electricity  3          2          1          5*         1         
Body         1          1          5*         2          1         
Mind         2          0          1          7*         1         
Matter       0          0          2          7*         0         
Light        0          1          0          4*         4         
Dark         1*         2          2          3          2*         

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



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

Name : Miodchaoin
Level: 22
MaxHP: 117
MaxSP: 100

Strength: 70
Magic   : 18
Vitality: 57
Agility : 18
Cunning : 8

Resist: Body Matter
Weak  : Mind

Soul Brand:
Du-Mi-Na (Lv.11)
  Cunning: -10
  Strength: +13
  Vitality: +13

Abilities Known:
1) Smash (Type: Impact, 10 SP. 85 Power attack.)
2) Mighty Roar (Type: Impact, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Has a 50% chance to inflict Stun, causing the targets to miss their next turn. Cooldown: Breath (6))
3) Second Wind (Type: Healing, 0 SP. Can be used while Muted. Restores 30 SP and resets your Breath and Charge cooldowns. Free action. Cooldown: Endure (4))
4) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
5) 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).)
6) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
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) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)


Name : Ala
Level: 22
MaxHP: 99
MaxSP: 100

Strength: 12
Magic   : 39
Vitality: 55
Agility : 12
Cunning : 47

Immune: Electricity
Resist: Body Dark
Weak  : Fire Light

Soul Brand:
Du-Na (Lv.12)
  Cunning: -3
  Vitality: +13

Abilities Known:
1) Consume Life (Type: Body, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Heals the user for 50% of the damage dealt. Cooldown: Breath (5))
2) Full Power (Type: Electricity, Passive. Increases your chance to apply Shock by 200% of the original chance when your SP is 100 or higher. (This is checked before casting costs are deducted.))
3) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
4) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
5) Emit Sparks (Type: Electricity, 15 SP. Targets up to 3 random enemies. 70 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
6) High Voltage (Type: Electricity, Passive. Increases your chance to apply Shock by 50% of the original chance.)
7) Galvanize (Type: Electricity, Passive. When you apply Shock, you regain 30 SP.)
8) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))


Name : Fearsome Mulassa
Level: 35
MaxHP: 139
MaxSP: 100

Strength: 27
Magic   : 104
Vitality: 49
Agility : 24
Cunning : 23

Resist: Fire Body Mind
Weak  : Ice

Soul Brand:
Ri-Po (Lv.13)
  Magic: +7
  SP Costs: -11%

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) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
3) Dragon Soul (Type: None, Passive. Your abilities that use your current SP to determine their effect use your maximum SP instead, if this would be to your benefit.)
4) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
5) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
6) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)
7) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)
8) 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))


Name : Turdak
Level: 24
MaxHP: 89
MaxSP: 100

Strength: 25
Magic   : 19
Vitality: 30
Agility : 43
Cunning : 51

Immune: Body Dark
Resist: Pierce Ice
Weak  : Impact Fire Light

Soul Brand:
Sh-Co-We (Lv.15)
  Strength: -12
  SP Costs: -3
  Cunning: +15

Abilities Known:
1) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
2) Slash Dance (Type: Slash, 10 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
3) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
4) 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.)
5) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
6) 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))
7) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
8) Icequake (Type: Impact, 30 SP. 100 Power attack split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)


Name : Hunter Oni
Level: 24
MaxHP: 101
MaxSP: 100

Strength: 51
Magic   : 10
Vitality: 35
Agility : 35
Cunning : 45

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Soul Brand:
Sh (Lv.14)
  Cunning: +11

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) 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.)
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) 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) Vehemence (Type: Buff, 15 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (3))
7) Petrifying (Type: Matter, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to apply Harden, which quickly turns the target(s) to Stone.)
8) Massacre (Type: Slash, 25 SP. 130 Power attack, if the damage would be fatal. Otherwise, 70 Power attack.)


Name : Pele
Level: 24
MaxHP: 101
MaxSP: 100

Strength: 19
Magic   : 64
Vitality: 30
Agility : 29
Cunning : 36

Immune: Fire
Resist: Electricity
Weak  : Ice

Soul Brand:
Sh (Lv.18)
  Cunning: +13

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) Rain of Fire (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
4) 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.))
5) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Combustive Aura (Type: Fire, Reactive. Each standard turn, has an 8% chance to Ignite enemies, causing damage over a short duration.)
8) Pyrokinesis (Type: Fire, 10 SP. Must target an Ignited character. Only affects enemies. 40 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration. Free action. Cooldown: Cantrip (3))


Name : Unicorn
Level: 25
MaxHP: 99
MaxSP: 125

Strength: 31
Magic   : 48
Vitality: 34
Agility : 30
Cunning : 41

Immune: Light
Weak  : Body Dark

Soul Brand:
Sh (Lv.20)
  Cunning: +14

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
8) 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))


Name : Tlaloc
Level: 26
MaxHP: 127
MaxSP: 100

Strength: 24
Magic   : 64
Vitality: 71
Agility : 24
Cunning : 21

Immune: Ice Electricity Dark
Weak  : Fire Light

Soul Brand:
Du-Lim-Dis (Lv.22)
  Base Magic is 46 or more
  SP Costs: +20%
  Vitality: +29

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Storm Strike (Type: Electricity, 20 SP. 85 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) Cleansing Rain (Type: Healing, 25 SP. Removes Poison, Infection, and Paralysis.)
4) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
5) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
6) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
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) Lightning Bolt (Type: Electricity, 25 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn.)



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

 The zagh smites your mulassa.
 The zagh looks healthier.
 Your mulassa bites Phoenix.
 Phoenix sears your mulassa.
 It isn't very effective. You feel less guilty.
 The ruler hurls a lightning bolt.
 The ruler misses your mulassa.
 The ruler shocks you.
 Your relic struggles to keep you alive!
 You are shocked!
 Your relic struggles to keep you alive!
 Your oni's accuracy returns to normal.
 The angel smites you.
 Your relic struggles to keep you alive!
 The angel's evasion returns to normal.
 Miodchaoin lets loose a mighty roar.
 Miodchaoin hits the ruler.
 Miodchaoin looks healthier.
 Miodchaoin hits the angel.
 Miodchaoin kills the angel!!
 Miodchaoin looks healthier.
 Miodchaoin hits the zagh.
 Miodchaoin looks healthier.
 Miodchaoin chows down on the angel.
 Miodchaoin looks healthier.
 Your oni hits Phoenix.
 Phoenix is gloriously reborn!!
 Your oni looks refreshed. Phoenix slices you.
 Your relic struggles to keep you alive!
 Phoenix slices your mulassa.
 Phoenix slices your oni. Phoenix sears you.
 Your relic struggles to keep you alive!
 Phoenix sears your mulassa.
 It isn't very effective.
 Phoenix sears your oni.
 It isn't very effective.
 You feel guilty!
 Your mulassa will be guilty longer!
 Your oni looks guilty!
 The zagh smites you.
 Your relic struggles to keep you alive!
 The zagh looks healthier.
 Your mulassa misses Phoenix.
 The ruler's evasion returns to normal.
 The ruler hurls a lightning bolt.
 The ruler shocks your oni.
 It's super effective!
 The ruler shocks your mulassa.
 The ruler shocks you.
 You die...



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

Name : Ionic Asrai
Level: 17
MaxHP: 70
MaxSP: 100

Strength: 8
Magic   : 53
Vitality: 10
Agility : 33
Cunning : 26

Immune: Ice Electricity
Weak  : Fire Matter

Abilities Known:
1) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
2) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed slightly. Cannot miss.)
4) Frostbite (Type: Ice, Passive. Your Ice attacks also reduce the target's SP by 10%.)
5) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
6) Wide Shock (Type: Electricity, 15 SP. 40 Power attack. Has a 10% chance to inflict Shock, causing the targets to miss their next turn. Free action. Cooldown: Cantrip (3))
7) ------------
8) ------------


Name : Lifegiver Hob
Level: 18
MaxHP: 96
MaxSP: 125

Strength: 17
Magic   : 62
Vitality: 37
Agility : 8
Cunning : 24

Resist: Ice
Weak  : Fire Matter

Soul Brand:
Po-Cl (Lv.17)
  Agility: -7
  Magic: +20

Abilities Known:
1) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
2) Calming Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Mind status effects (except Stun) by 0.5 turns.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Flash Heal (Type: Healing, 15 SP. 60 Power heal. Free action. Cooldown: Cantrip (3))
6) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
7) Faith Healing (Type: Healing, 15 SP. Cannot target characters weak to Light. 60-130 Power heal, based on the target's Light resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Light (2))
8) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)


Name : Akateko
Level: 13
MaxHP: 60
MaxSP: 100

Strength: 13
Magic   : 31
Vitality: 38
Agility : 22
Cunning : 13

Immune: Body
Resist: Dark
Weak  : Light

Soul Brand:
Ri-Du-Cl (Lv.21)
  Agility: -9
  Vitality: +16
  SP Costs: -22%

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 66% of the damage dealt.)
2) Wraith Touch (Type: Dark, 15 SP. 70 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Brutal Cynocephalus
Level: 19
MaxHP: 97
MaxSP: 100

Strength: 46
Magic   : 19
Vitality: 35
Agility : 28
Cunning : 19

Resist: Fire
Weak  : Electricity

Soul Brand:
Du-Co (Lv.11)
  SP Costs: -1
  Vitality: +7

Abilities Known:
1) Piercing Cry (Type: Debuff, 20 SP. 85% chance to briefly reduce defense by 20% for enemies. Cooldown: Presence (3))
2) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
3) Bloodthirst (Type: Body, Passive. Heals you for 25% of the damage you deal with Slash, Impact, or Pierce abilities (affected by Body resistance).)
4) Souleater (Type: Dark, Reactive. Responds to a visible character's death by draining them, healing yourself for 10% of their maximum HP.)
5) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
6) 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))
7) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
8) ------------


Name : Frenzied Angel
Level: 9
MaxHP: 53
MaxSP: 100

Strength: 22
Magic   : 21
Vitality: 18
Agility : 34
Cunning : 11

Immune: Light
Resist: Fire Electricity
Weak  : Dark

Soul Brand:
Qu (Lv.23)
  Agility: +16

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) Massacre (Type: Slash, 25 SP. 130 Power attack, if the damage would be fatal. Otherwise, 70 Power attack.)
6) Petrifying (Type: Matter, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to apply Harden, which quickly turns the target(s) to Stone.)
7) ------------
8) ------------


Name : Ben nefilin
Level: 20
MaxHP: 80
MaxSP: 100

Strength: 23
Magic   : 35
Vitality: 29
Agility : 27
Cunning : 47

Resist: Slash Body Dark
Weak  : Electricity Light

Soul Brand:
Qu (Lv.23)
  Agility: +16

Abilities Known:
1) Mind Blast (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss.)
2) Short Jaunt (Type: None, 10 SP. Warp to a random nearby position you can see. This is not considered a movement ability.)
3) Body Lock (Type: Body, 30 SP. 70% chance to cause Paralysis, causing the target to frequently miss their turns.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Icekin Jinn
Level: 22
MaxHP: 89
MaxSP: 100

Strength: 29
Magic   : 40
Vitality: 33
Agility : 45
Cunning : 24

Immune: Fire Ice
Resist: Dark Matter
Weak  : Light

Soul Brand:
Qu (Lv.23)
  Agility: +16

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) Combustive Aura (Type: Fire, Reactive. Each standard turn, has an 8% chance to Ignite enemies, causing damage over a short duration.)
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) Icy Gust (Type: Ice, 15 SP. 40 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly. Free action. Cooldown: Cantrip (3))
7) Icequake (Type: Impact, 30 SP. 100 Power attack split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
8) ------------


Name : Tuofei
Level: 23
MaxHP: 84
MaxSP: 100

Strength: 19
Magic   : 49
Vitality: 25
Agility : 48
Cunning : 19

Immune: Ice
Resist: Fire Electricity
Weak  : Body Mind

Abilities Known:
1) Sudden Chill (Type: Ice, 25 SP. Only affects enemies. 40 Power attack. Chills all targets, reducing their accuracy, evasion, and movement speed slightly. Cannot miss.)
2) Winterkill (Type: Ice, 10 SP. Only affects Chilled characters. 25 Power attack. Free action. Cooldown: Cantrip (3))
3) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)
4) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
5) ------------
6) ------------
7) ------------
8) ------------


SummerSnowman
 
Posts: 44
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby Ferret » Mon Mar 18, 2019 4:24 pm

Chakra Gems can be very handy for finishing tough combat-oriented links. :) An extra turn for the entire party out of thin air (to say nothing of the 50 SP refill) is good stuff. :D

I think the RNG's just being a jerk re: Miodchaoin. I took a peek and his spawn chance is correct and unchanged from what it's been for awhile now. It is notable that he is one of the non-cryptid unique demons without a Sanctum though, which does reduce his overall chance to appear versus uniques who do have that method of spawning available.

Thanks for the reports. :D
User avatar
Ferret
 
Posts: 1650
Joined: Tue Sep 16, 2014 3:18 pm

Re: RNG is a fickle god

Postby SummerSnowman » Wed Mar 20, 2019 4:14 am

Made a powerhouse of a ghost party, awaiting on the final floor :D

Image

Fought myself twice with mirror chimes. First time, I had trouble with charm and came VERY close to dying, at 2 maxHP. But I managed to come back with a pure gem, and heals were passed around from my Shojo and Unicorn. 8-) The fight was still hard though, and I spent all my pure stones and gems to counter charms. My healers both died, along with my Nuppeppo and Shikome. So, I switched in to my Jotunn, Peluda, Civatateo, and hoped for the best. It worked. I survived, and decided to fight the next wraith using a might gem and a guardian gem. I updated my party, notably giving myself defensive abilities and giving my Civatateo Ball Lightning. I completely destroyed the opposition, especially since it didn't have the Shikome out, replacing it with the worst demon, the Ehlose, instead. I use a silver offering to replace Ogun with another Wise Shikome.

Image

On Floor 18, I fight my last ghost, Renegade. They went down quickly due to massive AoE from Peluda and DoT damage from Nuppeppo, while I petrified the Mulassa. However, I was too hasty and killed both the Fearsome Mulassa and the Hunter Oni, denying me two very powerful demons from my group. I finish off the rest and leave. :(

Image

Now this is a pretty rare occurrence. It's hard to get an instant negotiation even with two points missing, but I manage it with four points missing. Nice!

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The first of my late game demons. I found this guy again in Anomaly:1 and secured the link with Flame Dart, Meteor Runes, and Flame Glyphs. This is now my favorite demon to acquire as an OOD demon, since it has super high cunning and vitality. Of course, the kaw kaw is probably better, but it's also much rarer. Nokken and Ooze are both extremely squishy. I haven't seen any Shoggoths yet.

For this Nuppeppo, I decide to go with a vapors build again, finding Dizzying Vapor from a Destroyer-fused enemy. Ember Burst contributed lots of damage as well, while Disable Mind shut down many packs to make fights easier. However, this seemed to reduce the AoE that my demons used. My Civatateo would use Shock Arrow against Shojo instead of using Snowstorm/Rain of Fire on Catoblepas and Shojo.
Draw Wounds and Healing Factor let it keep its health up and heal any damaged allies while still staying alive. It was a great combination for this demon.

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My second late game demon. I gave it the trinity of elemental AoE spells in addition to SP Cost reduction and Meditate. Tireless helped it keep its reduction as well, while Ritualist stacks with reduction at a 100% rate. That means Snowstorm would be reduced by the SP cost reduction first, then 5 was subtracted. It was a great damage dealer.

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My third late game offensive demon was pretty much a copy of my Peluda damage-wise, but with Alluring Veil and Inquisition for some decent debuffs. It had an extremely high cunning from my brand, so I probably should have given it Alluring Gaze as well. That's a decision for another time, though. ;)

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My fourth late game demon, that I secured with a bronze offering. I really wanted an Obsession debuffer, but I found a Shikome before a Couril so I had to choose this. 64 Cunning is noticeably worse than 83, but it was fine for inflicting charm to a lot of enemies and to myself. :) I used healing aura to help it top off its HP so that it could get the brand's 57% SP cost reduction. I kept Lich Touch and Mobility for restoring HP as well. I got the second one through the second mirror chime, with a silver offering. Mind Immunity was great, and Wise allowed it to pump out charms at a great rate.

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The last of my late game demons, which I also secured with a bronze offering. This time, I went with Major in order to give it agility and mind resistance. I debated giving it Forged instead for more damage, but I felt like it needed more accuracy. I could have been wrong though, since I did get a Power later on, so Vehemence was an option, in addition to the Chill evasion debuff. It performed admirably against all enemies, with good damage and tankiness. Perhaps, Winter Lord could be better than Icebreaker since its magic wasn't as high as its strength.

The art in this game looks really good. I especially like having an entire stable full of Unique-fused demons. :D
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Code: Select all
Demon Party Dump File
Version 3/13/2019, Scoring Model: 3/10/2019
Dump file created at: 3/19/2019 8:37:00 PM


Summoner Offer...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 66160,
is currently at Tower:23,
and is quite dead!



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

Name : Offer
Level: 32
MaxHP: 173
MaxSP: 100

Strength: 15
Magic   : 96
Vitality: 72
Agility : 30
Cunning : 10

Resist: Body
Weak  : Dark

Soul Brand:
Du-Ri-Im (Lv.20)
  Magic: -4
  SP Costs: -17%
  Vitality: +12

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Flame Dart (Type: Fire, 15 SP. 70 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) Might (Type: Buff, 10 SP. Improves offense by 25%.)
4) Chilling Blast (Type: Ice, 15 SP. Attenuated 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
5) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
6) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
7) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
8) Foul Aura (Type: Body, Reactive. Each standard turn, has an 8% chance to Infect enemies, which prevents most HP and SP recovery.)

Relic Upgrades:
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)

Inventory:
1 Heart glyph
5 Zephyr card
18 Heal stone
1 Wind card
5 Peace offering
7 Chakra stone
1 Chakra gem
4 Night rune
2 Frost glyph
3 Magic map
1 Pain glyph
1 Heal gem
1 Curse rune

Brands:
Ri-Po-We-Fre (Lv.6)
  SP above 50
  Strength: -2
  Magic: +7
  SP Costs: -14%
Mi-Ri-Pl (Lv.7)
  No reactive or aura abilities
  SP Costs: -13%
  Strength: +8
In-Co-Im (Lv.13)
  Magic: -11
  SP Costs: -3
  Max SP: +21
Po-Mi-Na (Lv.14)
  Cunning: -6
  Strength: +12
  Magic: +12
Po-Fr-Pl (Lv.15)
  No reactive or aura abilities
  Vitality: -3
  Magic: +23
Ri-Na-Fre (Lv.17)
  SP above 50
  Cunning: -7
  SP Costs: -36%
Ri-We-Tra (Lv.17)
  HP equal to MaxHP
  Strength: -7
  SP Costs: -57%
Du-Ri-Im (Lv.20)
  Magic: -4
  SP Costs: -17%
  Vitality: +12
Mi-Ri-Fr-Rel (Lv.22)
  No base SP cost above 15
  Vitality: -4
  SP Costs: -27%
  Strength: +19
Ri-Sh-Res (Lv.26)
  SP equal to MaxSP
  Cunning: +23
  SP Costs: -31%
Sh-Fr (Lv.26)
  Vitality: -10
  Cunning: +27
Mi-Po-Fa-Tra (Lv.27)
  HP equal to MaxHP
  SP per Turn: -2.0
  Magic: +36
  Strength: +36

Current Credits: 3996



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        1          0          2          7*         1         
Impact       2          0          3          7*         0         
Pierce       0          0          1          9*         0         
Fire         4*         1          2          4*         3         
Ice          3*         1          7          2*         0         
Electricity  2          0          2          6*         2         
Body         2          1          8*         1          0         
Mind         5          3          2          5*         0         
Matter       1          0          2          7*         1         
Light        1          1          2          5*         2         
Dark         2          2          3          3          2*         

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



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

Name : Mindbender Nuppeppo
Level: 33
MaxHP: 137
MaxSP: 100

Strength: 23
Magic   : 34
Vitality: 65
Agility : 13
Cunning : 92

Immune: Mind
Resist: Impact Ice Body
Weak  : Fire Matter

Soul Brand:
Sh-Fr (Lv.26)
  Vitality: -10
  Cunning: +27

Abilities Known:
1) 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))
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
4) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
5) 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.)
6) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
7) Dizzying Vapor (Type: Mind, Passive. Attempts to inflict Melting on non-immune targets also have a 35% chance to briefly inflict Panic, causing the target's actions to sometimes be randomized.)
8) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)


Name : Chthonic Ehlose
Level: 26
MaxHP: 110
MaxSP: 121

Strength: 47
Magic   : 1
Vitality: 76
Agility : 18
Cunning : 23

Immune: Body
Resist: Slash Impact Ice Electricity Light Dark
Weak  : Fire

Soul Brand:
In-Co-Im (Lv.13)
  Magic: -11
  SP Costs: -3
  Max SP: +21

Abilities Known:
1) Mightbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce offense by 20%.)
2) Warning Cry (Type: Buff, 15 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (3))
3) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
4) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))
5) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
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) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
8) 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.)


Name : Brewmaster Unicorn
Level: 30
MaxHP: 116
MaxSP: 125

Strength: 28
Magic   : 60
Vitality: 38
Agility : 28
Cunning : 34

Immune: Light
Resist: Body Mind
Weak  : Dark

Soul Brand:
Ri-Na-Fre (Lv.17)
  SP above 50
  Cunning: -7
  SP Costs: -36%

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Soothe Host (Type: Healing, 25 SP. Only affects characters whose HP is more than 50% of their maximum. 105 Power heal.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
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) Tireless (Type: None, Passive. Increases MaxSP by 25.)


Name : Turbulent Peluda
Level: 31
MaxHP: 100
MaxSP: 125

Strength: 49
Magic   : 72
Vitality: 22
Agility : 27
Cunning : 23

Resist: Impact Pierce Fire Ice Electricity Matter
Weak  : Slash

Soul Brand:
Ri-Na-Fre (Lv.17)
  SP above 50
  Cunning: -7
  SP Costs: -36%

Abilities Known:
1) Tireless (Type: None, Passive. Increases MaxSP by 25.)
2) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
3) 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))
4) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
5) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
6) Rain of Fire (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
7) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
8) Ball Lightning (Type: Electricity, 35 SP. 85 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)


Name : Mysterious Shojo
Level: 32
MaxHP: 120
MaxSP: 100

Strength: 31
Magic   : 67
Vitality: 39
Agility : 13
Cunning : 60

Resist: Fire Ice Body Dark
Weak  : Electricity

Soul Brand:
Ri-Po-We-Fre (Lv.6)
  SP above 50
  Strength: -2
  Magic: +7
  SP Costs: -14%

Abilities Known:
1) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Envenom Host (Type: Body, 20 SP. 70% chance to inflict Poison, causing damage over time (can stack three times).)
4) Accursed Aura (Type: Dark, Reactive. Each standard turn, has an 8% chance to apply Pariah to enemies, causing each of them to damage their allies when they take damage (excluding reactions).)
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) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))


Name : Volcanic Civatateo
Level: 33
MaxHP: 100
MaxSP: 125

Strength: 15
Magic   : 91
Vitality: 11
Agility : 37
Cunning : 73

Immune: Fire
Resist: Ice Body Light Dark
Weak  : Electricity

Soul Brand:
Sh-Fr (Lv.26)
  Vitality: -10
  Cunning: +27

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) 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))
4) Rain of Fire (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
5) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
8) Ball Lightning (Type: Electricity, 35 SP. 85 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)


Name : Maj. Jotunn
Level: 33
MaxHP: 126
MaxSP: 100

Strength: 84
Magic   : 39
Vitality: 58
Agility : 40
Cunning : 7

Immune: Ice
Resist: Slash Body Mind Matter
Weak  : Fire

Soul Brand:
Po-Mi-Na (Lv.14)
  Cunning: -6
  Strength: +12
  Magic: +12

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Also Chills the target, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Charge (3))
2) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
4) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
5) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
6) Magma Force (Type: Slash, 25 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
7) Melting Slice (Type: Slash, 15 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Wise Shikome
Level: 33
MaxHP: 101
MaxSP: 100

Strength: 10
Magic   : 58
Vitality: 27
Agility : 44
Cunning : 64

Immune: Mind Dark
Resist: Ice Body
Weak  : Light

Soul Brand:
Ri-We-Tra (Lv.17)
  HP equal to MaxHP
  Strength: -7
  SP Costs: -57%

Abilities Known:
1) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) 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))
3) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
5) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
6) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Wise Shikome
Level: 33
MaxHP: 101
MaxSP: 100

Strength: 10
Magic   : 58
Vitality: 27
Agility : 44
Cunning : 64

Immune: Mind Dark
Resist: Ice Body
Weak  : Light

Soul Brand:
Ri-We-Tra (Lv.17)
  HP equal to MaxHP
  Strength: -7
  SP Costs: -57%

Abilities Known:
1) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) 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))
3) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
5) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
6) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)



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

 movement keys. Press Enter to execute, Escape to
 cancel.
 Are you sure you want to aim Venom Rune at
 yourself? (Y or N)
 You use the venom rune.
 You resist.
 Using meteor rune...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Are you sure you want to aim Meteor Rune at
 yourself? (Y or N)
 You use the meteor rune. You burn yourself.
 You are set on fire!
 Using tempest rune...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Are you sure you want to aim Tempest Rune at
 yourself? (Y or N)
 You use the tempest rune. You shock yourself.
 You begin resting.
 You gesture at yourself. You feel better.
 You are no longer on fire.
 You gesture at yourself. You feel better.
 You gesture at yourself. You feel better.
 Rest complete, but you must defeat enemies to
 restore your allies' missing Maximum HP.
 Are you sure you want to abandon the current
 game? If so, re-enter your summoner's name.
 Alright then.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your shikome!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Your current target is invalid!
 You summon your shikome!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your jotunn!
 Are you sure you want to abandon the current
 game? If so, re-enter your summoner's name.
 You quit...



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

Name : Headless
Level: 20
MaxHP: 125
MaxSP: 100

Strength: 35
Magic   : 11
Vitality: 63
Agility : 20
Cunning : 20

Resist: Ice Body
Weak  : Electricity Light

Soul Brand:
Ef-Du-Sur (Lv.2)
  Base Vitality is 22 or more
  Vitality: +4
  SP per Turn: +1.0

Abilities Known:
1) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
2) 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.)
3) Rabblerouser (Type: Buff, Passive. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)
4) 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 (6))
5) Ready Block (Type: Defense, Passive. If your last action was a Melee, Beam, or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
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.)
7) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
8) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)


Name : Couril
Level: 32
MaxHP: 103
MaxSP: 124

Strength: 16
Magic   : 41
Vitality: 16
Agility : 66
Cunning : 66

Immune: Mind
Resist: Body
Weak  : Light Dark Matter

Soul Brand:
In (Lv.30)
  Max SP: +24

Abilities Known:
1) Energy Steal (Type: Body, 10 SP. Drains the target's SP by 20%, restoring your own SP by 66% of the amount drained. Cannot miss.)
2) Wild Dance (Type: Body, 25 SP. Only affects enemies. Reduces targets' SP by 25%. This is considered a movement ability. Cooldown: Breath (6))
3) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
4) Somnia Wave (Type: Mind, 30 SP. Only affects characters with 25 or less SP. Inflicts Sleep, preventing the targets from acting for a few turns or until damaged.)
5) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
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) ------------
8) ------------


Name : Impundulu
Level: 31
MaxHP: 107
MaxSP: 100

Strength: 24
Magic   : 64
Vitality: 28
Agility : 44
Cunning : 40

Resist: Electricity Dark
Weak  : Ice

Abilities Known:
1) Vampiric Touch (Type: Body, 15 SP. 85 Power attack. Heals the user for 66% of the damage dealt.)
2) Storm Strike (Type: Electricity, 20 SP. 85 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
3) 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%).)
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) ------------
6) ------------
7) ------------
8) ------------


Name : Jotunn
Level: 32
MaxHP: 114
MaxSP: 100

Strength: 75
Magic   : 32
Vitality: 58
Agility : 24
Cunning : 16

Immune: Ice
Resist: Slash Body Matter
Weak  : Fire

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Also Chills the target, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Charge (3))
2) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
4) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)
5) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
6) ------------
7) ------------
8) ------------


Name : Abatwa
Level: 30
MaxHP: 118
MaxSP: 100

Strength: 27
Magic   : 27
Vitality: 39
Agility : 55
Cunning : 47

Resist: Electricity Mind
Weak  : Fire Ice Body Matter

Abilities Known:
1) Poison Needle (Type: Pierce, 20 SP. 70 Power attack. Has a 70% chance to inflict Poison, causing damage over time (can stack three times).)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) ------------
6) ------------
7) ------------
8) ------------


Name : Wise Shikome
Level: 33
MaxHP: 101
MaxSP: 100

Strength: 17
Magic   : 58
Vitality: 27
Agility : 44
Cunning : 64

Immune: Mind Dark
Resist: Ice Body
Weak  : Light

Soul Brand:
Ri-We-Tra (Lv.17)
  HP equal to MaxHP
  Strength: -7
  SP Costs: -57%

Abilities Known:
1) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) 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))
3) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
5) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
6) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Volcanic Civatateo
Level: 32
MaxHP: 98
MaxSP: 125

Strength: 15
Magic   : 88
Vitality: 11
Agility : 36
Cunning : 72

Immune: Fire
Resist: Ice Body Light Dark
Weak  : Electricity

Soul Brand:
Sh-Fr (Lv.26)
  Vitality: -10
  Cunning: +27

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) Life Drain (Type: Body, 25 SP. 70 Power attack. Heals the user for 50% of the damage dealt. Cannot miss.)
3) 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))
4) Rain of Fire (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
5) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
6) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Ogun
Level: 34
MaxHP: 127
MaxSP: 100

Strength: 92
Magic   : 70
Vitality: 56
Agility : 26
Cunning : 43

Immune: Body
Resist: Slash Impact Pierce Fire Matter
Weak  : Ice Electricity Mind

Soul Brand:
Mi-Po-Fa-Tra (Lv.27)
  HP equal to MaxHP
  SP per Turn: -2.0
  Magic: +36
  Strength: +36

Abilities Known:
1) 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))
2) Melting Slice (Type: Slash, 15 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) Magma Force (Type: Slash, 25 SP. 115 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
4) Flash Burn (Type: Fire, 10 SP. 40 Power attack. Has a 70% chance to Ignite the target, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
5) Ready Block (Type: Defense, Passive. If your last action was a Melee, Beam, or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
6) Heavy Guard (Type: Impact, Reactive. Responds to attacks by adjacent enemies that you block or parry with a 40 Power attack that has a 35% chance to inflict Stun, causing the target to miss their next turn. Cannot miss.)
7) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)


Name : Mindbender Nuppeppo
Level: 33
MaxHP: 137
MaxSP: 100

Strength: 23
Magic   : 34
Vitality: 65
Agility : 13
Cunning : 92

Immune: Mind
Resist: Impact Ice Body
Weak  : Fire Matter

Soul Brand:
Sh-Fr (Lv.26)
  Vitality: -10
  Cunning: +27

Abilities Known:
1) 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))
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
4) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
5) 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.)
6) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
7) Dizzying Vapor (Type: Mind, Passive. Attempts to inflict Melting on non-immune targets also have a 35% chance to briefly inflict Panic, causing the target's actions to sometimes be randomized.)
8) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)




Honestly, this run ended too quickly before I got the chance to extensively test out my party in action. More floors would definitely be very nice to have, even if they're just copies of Tower 21-23. Could you please consider adding extra floors, like one with mostly fused demons on floor 25, or something like that? It would be really appreciated. Of course, if it's a lot of work, prioritizing fixing Brand Build bugs is alright. Thanks :D

Alternatively, you could also drop a few extra mirror chimes or ghost chimes on the last few floors. :)
SummerSnowman
 
Posts: 44
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby Saler » Wed Mar 20, 2019 3:34 pm

That definitely is a nasty party to fight against. with that amount of AoE, You would need either AoE healing or regenerationlike effects. I guess, seeing how most AoE skiills that don't have conditions on them are basic elemental, you could potentially fuse a few demons that resist most of them. Also, it looks like that you could potentially emdure those attacks until the demons run out of Sp.
That "instant negotiation" hapens on some demons when they run out of requests they could make. I think those demons ussually get angry at you having certain skills/demons, so if you do not have many thing that offend them, that should be easy to achive.
Ferret wrote:It's funny because I mostly intended them to be a support unit: the one attack and the high Strength were more a nod to them being bears than anything else. :D
Saler
 
Posts: 160
Joined: Sun Jan 08, 2017 3:05 pm

Re: RNG is a fickle god

Postby SummerSnowman » Wed Mar 20, 2019 4:10 pm

Yeah, this party definitely has a few weak links like the Ehlose and being weaker against resistant targets, especially Mind. It can easily be bursted down with Might Gem/Gaudium, since you usually get the first strike when the demons come out of a chime. Honestly, it would have been much stronger with Gaudium on my party as well.

This time, instant negotiation was from the ability teaching negotiation part that shows up if you have certain abilities relating to the demon. I taught it numbing for ~1k credits, but since that's a useless modifier on a Couril, I decided to risk it by saying "Join me and I'll teach it to you." Usually, this fails and I lose a patience point, but it worked this time.
SummerSnowman
 
Posts: 44
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby SummerSnowman » Fri Mar 22, 2019 12:14 am

Started up a new game on the Brand Test 5 build, and ran into trouble by failing to get headless. I do manage to secure Artemis naturally though. Got two Ogres, but ran into more trouble with Zaji. Friar Rush, and Vikhor die in the fight, and I only win due to Infection from a Preta. I also use a flame glyph here.

A few turns later, I run into a double pack of 4 Preta + Carbuncle along with Ccoa + 3 Raicho. :o :evil: I kill them all, focusing the Raicho first and recruiting a Preta in the background. My demons are heavily damaged in the fight, and I am forced to recall half. Ccoa dies next to Artemis, and I am forced to recall her as well due to her Pierce weakness. The Preta are killed with the help of my Ogres and a Holy Preta. They die though, but I do get another Preta to replace them. However, it's not enough and I am forced to recruit the Carbuncle. Luckily, I drive it against the wall and tank the Preta hits, and succeed in the link. I get my demons out and finish off the remaining Preta. 8-)

After the fight, I manage to get a Corpo-Seco for help against Anomaly. I use him, Carbuncle, and a Lifegiver Gandayah to complete the majority of the first floor.

In Anomaly:1, I find Python's Sanctum. I breeze through multiple packs, and recruit and Aspis for a Blood Rot carrier. Then... I run into this situation. Image :o I retreat for now, in order to possibly get them to split up and think about my next plan. Luckily, the dead end helped me secure the Charged Ooze.

Code: Select all
Demon Party Dump File
Version 3/20/2019, Scoring Model: 3/10/2019
Dump file created at: 3/21/2019 5:13:23 PM


Summoner Burst...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 3210,
is currently at Python's Sanctum,
and is still alive!



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

Name : Burst
Level: 8
MaxHP: 63
MaxSP: 100

Strength: 20
Magic   : 35
Vitality: 20
Agility : 15
Cunning : 10

Resist: Body
Weak  : Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Freezing Touch (Type: Ice, 10 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) 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.)
4) Shock Arrow (Type: Electricity, 20 SP. 85 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
5) Execute (Type: Slash, 15 SP. 130 Power attack, if the damage would be fatal. Otherwise, 70 Power attack.)
6) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which prevents most HP and SP recovery.)
7) ------------
8) ------------

Relic Upgrades:
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)

Inventory:
3 Pure stone
1 Heal gem
3 Pure gem
2 Meteor rune
1 Wind card
1 Heart glyph
1 Guardian gem
1 Silver offering
1 Chakra stone
3 Bolt glyph
2 Night rune
2 Frost glyph
3 Heal stone
1 Might gem

Brands:
Ri-Na (Lv.1)
  Cunning: -3
  SP Costs: -16%
Du-In (Lv.1)
  Max SP: +7
  Vitality: +3
Ri-Da (Lv.2)
  Last Used: Movement
  SP Costs: -15%
Mi (Lv.2)
  Strength: +5
Po-Ri-Rel (Lv.2)
  No base SP cost above 15
  SP Costs: -10%
  Magic: +5
Po-Cl (Lv.2)
  Agility: -1
  Magic: +6
Co-Du-Cl (Lv.3)
  Agility: -1
  Vitality: +5
  SP Costs: -1
Du (Lv.4)
  Vitality: +6
Mi-Fa (Lv.4)
  SP per Turn: -2.0
  Strength: +8
Mi-Ef-Cl (Lv.4)
  Agility: -3
  SP per Turn: +1.2
  Strength: +6
Co-Da-Ou (Lv.6)
  Base Cunning is 37 or more
  Last Used: Movement
  SP Costs: -4

Current Credits: 3516



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        3*         0          0          8*         1         
Impact       1          0          1          7*         1         
Pierce       2          0          1          7*         1         
Fire         1          0          0          6*         3         
Ice          1*         0          0          5*         4         
Electricity  2*         0          2          6*         1         
Body         0          0          6*         3          0         
Mind         1          0          1          6*         2         
Matter       3          0          2          5*         2         
Light        0          0          3          5*         1         
Dark         1          0          2          5          2*         

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



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

Name : Lifegiver Gandayah
Level: 7
MaxHP: 59
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) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
8) ------------


Name : Ogre
Level: 8
MaxHP: 53
MaxSP: 100

Strength: 28
Magic   : 10
Vitality: 26
Agility : 11
Cunning : 10

Resist: Body Matter
Weak  : Electricity 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 draining them, healing yourself 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) Acidic (Type: Matter, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Melting, causing damage over time.)
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.)
7) ------------
8) ------------


Name : Artemis
Level: 7
MaxHP: 50
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) ------------
8) ------------


Name : Friar Rush
Level: 7
MaxHP: 55
MaxSP: 100

Strength: 13
Magic   : 16
Vitality: 33
Agility : 9
Cunning : 19

Resist: Light Dark
Weak  : Ice

Soul Brand:
Du-Fre-Dis (Lv.5)
  Base Magic is 14 or more
  SP above 50
  Vitality: +10

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 2 turns. 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 who are at full HP. (Bonuses are affected by Mind resistance.))
7) ------------
8) ------------


Name : Whirling Carbuncle
Level: 8
MaxHP: 41
MaxSP: 100

Strength: 10
Magic   : 8
Vitality: 11
Agility : 32
Cunning : 24

Resist: Mind Light
Weak  : Ice Matter

Soul Brand:
Du-Qu-Pl (Lv.6)
  No reactive or aura abilities
  Agility: +7
  Vitality: +7

Abilities Known:
1) Distract (Type: Debuff, 15 SP. 85% chance to reduce accuracy by 20%.)
2) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
3) Flash (Type: Matter, 15 SP. 50% chance to inflict Blind, which reduces sight radius to 1 and also reduces accuracy and evasion by 50%.)
4) Mind Reader (Type: Mind, Passive. Increases accuracy and evasion by 13% versus all opponents. (Bonuses are affected by Mind resistance.))
5) 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%.)
6) Riposte (Type: Pierce, Reactive. Responds to attacks by adjacent enemies that miss you or that you dodge or parry with a 70 Power attack.)
7) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
8) ------------


Name : Corpo-seco
Level: 6
MaxHP: 59
MaxSP: 100

Strength: 12
Magic   : 12
Vitality: 30
Agility : 13
Cunning : 22

Resist: Body Matter
Weak  : Fire Light Dark

Soul Brand:
Du-Qu-Pl (Lv.6)
  No reactive or aura abilities
  Agility: +7
  Vitality: +7

Abilities Known:
1) Materia Siphon (Type: Matter, 15 SP. 40 Power attack, +45 Power if the target is Melting. Heals the user for 50% of the damage dealt. Cannot miss.)
2) Set Alight (Type: Fire, 20 SP. 40 Power attack. Has a 100% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Acid Wash (Type: Matter, 15 SP. 85% chance to inflict Melting, causing damage over time.)
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 : Aspis
Level: 7
MaxHP: 59
MaxSP: 100

Strength: 19
Magic   : 8
Vitality: 35
Agility : 13
Cunning : 19

Resist: Body
Weak  : Ice Mind

Soul Brand:
Sh-Du-Lim (Lv.7)
  SP Costs: +10%
  Vitality: +7
  Cunning: +7

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).)
5) 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%.)
6) Cleave (Type: Slash, 15 SP. 70 Power attack.)
7) ------------
8) ------------


Name : Charged Ooze
Level: 20
MaxHP: 57
MaxSP: 100

Strength: 9
Magic   : 55
Vitality: 9
Agility : 36
Cunning : 36

Resist: Impact Pierce Electricity Body
Weak  : Fire Ice Matter

Soul Brand:
Ri-Rel (Lv.7)
  No base SP cost above 15
  SP Costs: -18%

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) Corrosive Vapor (Type: Debuff, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly reduce defense by 20%.)
5) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
6) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
7) Shocking Touch (Type: Electricity, 5 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
8) ------------



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

 Python tackles your aspis.
 The nero misses your gandayah.
 Some of your allies are in danger!
 The gi hits your gandayah.
 Using Dismiss...
 You unsummon your gandayah!
 Your aspis slashes the nero. (x2)
 The nero hits your aspis.
 Python tackles your aspis.
 Your aspis is restrained!
 The gi hits your aspis.
 Your aspis' defense returns to normal.
 The nero hits your aspis.
 Using Dismiss...
 You unsummon your aspis!
 Your aspis can be mended again.
 Your aspis can move freely again.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your gandayah!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your ooze!
 Your gandayah gestures at itself.
 Your gandayah looks healthier.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 Your current target is invalid!
 You summon your carbuncle!
 Your gandayah gestures at your carbuncle.
 Your carbuncle looks healthier.
 You begin resting.
 You gesture at your gandayah.
 Your gandayah looks healthier.
 Your gandayah gestures at your carbuncle.
 Your carbuncle looks healthier.
 Your gandayah can be mended again.
 Your carbuncle can be mended again.
 You continue resting to restore your inactive
 allies.
 Rest complete.
 Your game has been saved.
 You may press shift + Q to quit the game and
 resume where you left off later.



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

Name : Gandayah
Level: 4
MaxHP: 40
MaxSP: 139

Strength: 13
Magic   : 16
Vitality: 18
Agility : 9
Cunning : 9

Resist: Electricity
Weak  : Fire

Soul Brand:
Ef-In-Lim (Lv.2)
  SP Costs: +40%
  Max SP: +14
  SP per Turn: +1.4

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) ------------
6) ------------
7) ------------
8) ------------


Name : Psychic Zar
Level: 3
MaxHP: 35
MaxSP: 100

Strength: 8
Magic   : 13
Vitality: 8
Agility : 11
Cunning : 20

Resist: Mind Dark
Weak  : Light

Soul Brand:
Ri-Tra (Lv.4)
  HP equal to MaxHP
  SP Costs: -23%

Abilities Known:
1) Feral Claw (Type: Slash, 5 SP. 70 Power attack.)
2) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
3) 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))
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) Mind Blast (Type: Mind, 20 SP. 40 Power attack. Has a 35% chance to inflict Stun, causing the targets to miss their next turn. Cannot miss.)
6) Mind Blank (Type: Mind, 10 SP. Four 40% chances to delay the next turn of the target.)
7) ------------
8) ------------


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

Strength: 6
Magic   : 20
Vitality: 20
Agility : 14
Cunning : 19

Immune: Body
Resist: Slash Pierce Ice Dark
Weak  : Impact Electricity Light

Soul Brand:
Co-Du-Cl (Lv.3)
  Agility: -1
  Vitality: +5
  SP Costs: -1

Abilities Known:
1) Vile Touch (Type: Body, 10 SP. 70 Power attack. Has a 70% chance to apply Infection, which prevents most HP and SP recovery.)
2) Haunt (Type: Dark, 25 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 (4))
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))
5) 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.)
6) ------------
7) ------------
8) ------------


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

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

Resist: Body Mind
Weak  : Light Dark

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
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) Icy Shield (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Slash, Impact, and Pierce attacks.)
6) 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.)
7) Reshape (Type: Healing, 0 SP. Removes all negative status effects, then applies a 130 Power heal. Free action. Cooldown: Endure (6))
8) ------------


Name : Preta
Level: 2
MaxHP: 35
MaxSP: 100

Strength: 10
Magic   : 7
Vitality: 14
Agility : 23
Cunning : 15

Resist: Body
Weak  : Fire Ice Light Dark

Soul Brand:
Du-Qu-Pl (Lv.6)
  No reactive or aura abilities
  Agility: +7
  Vitality: +7

Abilities Known:
1) Ghost Bite (Type: Pierce, 10 SP. 70 Power attack.)
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
3) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which prevents most HP and SP recovery.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Holy Preta
Level: 5
MaxHP: 41
MaxSP: 100

Strength: 10
Magic   : 15
Vitality: 7
Agility : 16
Cunning : 22

Resist: Body Light
Weak  : Fire Ice Dark

Abilities Known:
1) Ghost Bite (Type: Pierce, 10 SP. 70 Power attack.)
2) Fade (Type: Buff, 5 SP. Briefly improves evasion by 25%. Free action. Cooldown: Cantrip (3))
3) Infectious (Type: Body, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Infection, which prevents most HP and SP recovery.)
4) Emit Light (Type: Light, 5 SP. 55 Power attack. Cannot miss.)
5) Stellar Ray (Type: Light, 30 SP. 55 Power attack, enemies only. 80 Power heal, allies only.)
6) 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))
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) ------------


Name : Ogre
Level: 8
MaxHP: 53
MaxSP: 100

Strength: 28
Magic   : 10
Vitality: 26
Agility : 11
Cunning : 10

Resist: Body Matter
Weak  : Electricity 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 draining them, healing yourself 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) ------------
6) ------------
7) ------------
8) ------------


Name : Vikhor
Level: 8
MaxHP: 42
MaxSP: 100

Strength: 20
Magic   : 13
Vitality: 13
Agility : 25
Cunning : 17

Resist: Ice Electricity Mind Matter
Weak  : Pierce

Soul Brand:
Mi-Ef-Cl (Lv.4)
  Agility: -3
  SP per Turn: +1.2
  Strength: +6

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) ------------




Edit: Wow! Just randomly ran into a Shoggoth as well, in addition to the Charged Ooze. Got them both in Python's Sanctum! Nice. :)

Sacrificed both my Aspis and Friar Rush. Spent like 2k credits to preserve abilities, and risked not sacrificing my Ogre so that I could keep those skills. I instead use up my maxHP and my heal gems.
SummerSnowman
 
Posts: 44
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby Ferret » Fri Mar 22, 2019 4:10 am

Sorry for the delayed replies, but better late than never. :D

It's rare, but the "teach me" negotiation gambit can indeed cover large gaps, provided things are already moving in a good direction. I wouldn't expect it to happen if things are already dicey though. :)

Demon's AI doesn't like to wake up Sleeping characters with AEs: they can be forced to ignore this for a single target w/ Focus Fire and All Out Attack, but generally speaking the AI assumes if you're using or fielding demons with Sleep abilities, you want it to last as long as possible.

57% SP Cost reduction at MaxHP for only a Strength penalty is probably about as amazing as SP-oriented Brands can get for a support/mage character. :D Nice!

I'm glad you like the art. :D The default character sprite set is done by Geminimax, one of Demon's longest time fans. :D I do the UI, terrain, and non-demon icon art.

Adding extra floors of the sort you mention isn't hard... but while I acknowledge you might enjoy floors made the way you describe, I worry people unaware of why I added floors with recycled content wouldn't understand why I did that and react less than happily to it. I do plan to add more real floors soon though (in fact, I quite thoroughly need a break from new systems, which are generally much more work than new floors :P )

It sounds like Brand Test 5 has been being a bit of a jerk, but I wouldn't be much of a roguelike developer if I apologized for that. :D You seem to be hanging in there though: good luck upon your return, and thanks for the reports! :D
User avatar
Ferret
 
Posts: 1650
Joined: Tue Sep 16, 2014 3:18 pm

Re: RNG is a fickle god

Postby SummerSnowman » Mon Mar 25, 2019 3:30 am

Finished this run with a death to my ghost from my last run. The first time I fought Offer, it was really easy thanks to use of guardian gem and might gem to burst down the summoner first, so that the Wise Shikome couldn't charm my party to oblivion. The second time, I only used battle cry and lost to charm. His first initial demons were the Civatateo, Nuppeppo, and Unicorn in both times. Gaudium is definitely its weakness.

This run had really fickle RNG. I nearly lost my whole party in the beginning to Zaji, then Ccoa + Raicho and Preta + Carbuncle in a double pack. However, I bounced back with the Carbuncle to nullify ranged Fotia and tank Yellow Whisper Gremlins. Then, I managed to find really good OOD demons: a Charged Ooze and a Shoggoth. The Shoggoth tanked for the Ooze while it threw darts and liquefied the enemies. I took down Madevra relatively easy with electric attacks. From that point on, it was a breeze, until I run into two 4-Ooze packs in quick succession and lose half of my party in addition to a meteor rune and a blizzard rune. However, I also found a silver offering, then a bronze offering, then a gold offering, and another silver offering, and another bronze offering throughout the run. :shock: Not sure what the spawn chances are for each individual item, but I thought these were rarer than the rest. In Baba's Sanctum, I almost died with 2 HP and 63 maxHP but I managed to walk away and pure stone for some slight healing. The Shikome couldn't damage me since it had to move and I let my Druj Nasu tank. I couldn't just use a night rune because it would break the link and kill me with its 100 maxHP dark damage, so I took a risky play. It worked though, and I healed myself back up with Lich Touch. The spell was also good against Valindra, who only died due to maxHP drain.

I also lost Ninkasi link to a Distrust wave, and chose to kill off Tlaloc. Charlie was sold for credits since I preferred Mindbender over Subtle modifier. Very few uniques/sanctums showed up this run, and so I used the gold offering on Baba Yaga. I fought my ghost Renegade this run on floor 18, but as I was retreating to let the demons disperse, my Shoggoth killed the Fearsome Mulassa and I didn't need the Hunter Oni. So, I finished off the rest of the demons.

In this run, I chose to go for Transpose Soul for the sole purpose of getting Magma Conjuring. It did good damage, but was pretty underwhelming since it required agility to make full use of the ability. Flame Blast probably could've served the same purpose. The upgrade seems much better for Cunning builds, since Vapors, Charm abilities, and Signs are pretty rare and don't usually spawn naturally.

I got the most testing out of the Dancing Scarab and the Hunter Incubus. The Scarab's buffs were definitely a great boon to my party and did a lot for damage. Gift of Life was also pretty good for those small heals, and served as a side healer for me. The Incubus applied many debuffs, and was obviously better than an Oni with its higher cunning. Strength doesn't seem as important for dirty needle builds.

Code: Select all
Demon Party Dump File
Version 3/20/2019, Scoring Model: 3/10/2019
Dump file created at: 3/24/2019 9:14:14 AM


Summoner Burst...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 68768,
is currently at Tower:23,
and is quite dead!



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

Name : Burst
Level: 33
MaxHP: 159
MaxSP: 100

Strength: 20
Magic   : 115
Vitality: 47
Agility : 30
Cunning : 10

Resist: Body
Weak  : Dark

Soul Brand:
Ri-Fr (Lv.20)
  Vitality: -8
  SP Costs: -31%

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
3) Battle Cry (Type: Buff, 15 SP. Briefly improves offense by 25% for you and your allies. Cooldown: Presence (3))
4) Magma Conjuring (Type: Fire, 35 SP. 100 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
5) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
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) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))

Relic Upgrades:
Capacity Up II (Grants additional storage capacity for demon allies, allowing for a total of 8 at once.)
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
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.)

Inventory:
5 Pure stone
1 Meteor rune
1 Heart glyph
1 Guardian gem
1 Silver offering
2 Pure gem
3 Bolt glyph
1 Night rune
2 Frost glyph
1 Might gem
1 Heal gem
3 Blizzard rune
13 Heal stone
1 Mirror chime
4 Pain glyph
1 Chakra gem
2 Magic map
2 Peace offering

Brands:
Ri-Fr (Lv.20)
  Vitality: -8
  SP Costs: -31%
Sh-Fa-Ev (Lv.21)
  Base Agility is 60 or more
  SP per Turn: -1.0
  Cunning: +25
Sh-In-Im (Lv.22)
  Magic: -9
  Max SP: +22
  Cunning: +16
Po-Co (Lv.24)
  SP Costs: -2
  Magic: +11
Qu-Fr (Lv.25)
  Vitality: -5
  Agility: +22
Mi-Ri (Lv.27)
  SP Costs: -16%
  Strength: +12
Du-Sh-We-Rel (Lv.28)
  No base SP cost above 10
  Strength: -11
  Cunning: +35
  Vitality: +35
Sh-Ex (Lv.28)
  Max SP: -35
  Cunning: +28
Sh-Lim-Tra (Lv.30)
  HP equal to MaxHP
  SP Costs: +40%
  Cunning: +76
Sh-Fre (Lv.30)
  SP above 50
  Cunning: +23
Po-Na (Lv.31)
  Cunning: -6
  Magic: +26
Po (Lv.31)
  Magic: +20

Current Credits: 5656



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        1          0          4          5*         0         
Impact       2          0          2          6*         1         
Pierce       2          0          2          6*         1         
Fire         2*         1          1          6*         1         
Ice          2*         1          2          4*         2         
Electricity  1          0          2          7*         0         
Body         0          0          3*         5          1         
Mind         2          1          2          6*         0         
Matter       0          0          2          7*         0         
Light        1          4          0          3*         2         
Dark         3*         3          4          0          2*         

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



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

Name : Dancing Scarab
Level: 28
MaxHP: 83
MaxSP: 125

Strength: 24
Magic   : 24
Vitality: 42
Agility : 84
Cunning : 20

Immune: Light Dark
Resist: Slash Pierce
Weak  : Impact

Soul Brand:
Qu-Co (Lv.20)
  SP Costs: -2
  Agility: +9

Abilities Known:
1) Gift of Life (Type: Healing, 10 SP. 105 Power heal. Costs HP equal to the amount healed, but cannot kill the user. Then, transfers up to 15 SP to the target. Free action. Cooldown: Cantrip (1))
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
4) Uncursing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Debuff status effects by 1 turn.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Haste (Type: Buff, 35 SP. Improves speed by 33%.)
8) 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))


Name : Rime Witch Unicorn
Level: 30
MaxHP: 104
MaxSP: 125

Strength: 28
Magic   : 64
Vitality: 23
Agility : 28
Cunning : 44

Immune: Light
Resist: Ice Mind Dark
Weak  : Body

Soul Brand:
Ri-Fr (Lv.20)
  Vitality: -8
  SP Costs: -31%

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Tireless (Type: None, Passive. Increases MaxSP by 25.)
7) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
8) 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))


Name : Igneus Impundulu
Level: 33
MaxHP: 110
MaxSP: 100

Strength: 20
Magic   : 79
Vitality: 15
Agility : 46
Cunning : 42

Immune: Fire
Resist: Electricity Dark
Weak  : Ice

Soul Brand:
Ri-Fr (Lv.20)
  Vitality: -8
  SP Costs: -31%

Abilities Known:
1) 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))
2) Static Field (Type: Electricity, Reactive. Responds to damage dealt to you by non-adjacent characters with a 20 Power attack that has a 5% chance to Shock the target, causing the target to miss their next turn. Cannot miss.)
3) Ball Lightning (Type: Electricity, 35 SP. 85 Power attack. Has a 20% chance to inflict Shock, causing the targets to miss their next turn. 70% chance to hit, unaffected by accuracy and evasion.)
4) Frost Ring (Type: Ice, 20 SP. 70 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
6) Terrifying Cry (Type: Mind, 30 SP. 70% chance to inflict Panic on enemies, causing their actions to sometimes be randomized. Cooldown: Presence (9))
7) Flame Blast (Type: Fire, 25 SP. 100 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
8) Incinerate (Type: Fire, 25 SP. Must target an Ignited enemy. 130 Power attack, but misses if the damage would not be fatal.)


Name : Power
Level: 34
MaxHP: 106
MaxSP: 100

Strength: 129
Magic   : 17
Vitality: 47
Agility : 17
Cunning : 17

Immune: Light
Resist: Slash Impact Pierce Matter
Weak  : Dark

Soul Brand:
Mi-Ri (Lv.27)
  SP Costs: -16%
  Strength: +12

Abilities Known:
1) Lethal Thrust (Type: Pierce, 25 SP. 100 Power attack, enemies only.)
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) Vehemence (Type: Buff, 15 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (3))
4) Ready Block (Type: Defense, Passive. If your last action was a Melee, Beam, or Direct range Slash, Impact, or Pierce ability, provides a 20% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks.)
5) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
6) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
7) Massacre (Type: Slash, 25 SP. 130 Power attack, if the damage would be fatal. Otherwise, 70 Power attack.)
8) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))


Name : Hunter Incubus
Level: 31
MaxHP: 124
MaxSP: 122

Strength: 29
Magic   : 16
Vitality: 32
Agility : 52
Cunning : 78

Resist: Mind Dark
Weak  : Ice Light

Soul Brand:
Sh-In-Im (Lv.22)
  Magic: -9
  Max SP: +22
  Cunning: +16

Abilities Known:
1) Dominator (Type: Mind, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to apply Charm, turning the target against their allies.)
2) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
3) Petrifying (Type: Matter, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to apply Harden, which quickly turns the target(s) to Stone.)
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) 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.)
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) Numbing Needle (Type: Pierce, 25 SP. 70 Power attack. Has a 50% chance to inflict Paralysis, causing the target to frequently miss their turns.)
8) Blinding (Type: Matter, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to inflict Blind, which reduces sight radius to 1 and also reduces accuracy and evasion by 50%.)


Name : Chthonic Virtue
Level: 32
MaxHP: 111
MaxSP: 100

Strength: 21
Magic   : 106
Vitality: 45
Agility : 19
Cunning : 34

Immune: Light
Resist: Slash Impact Fire Electricity Dark
Weak  : Pierce

Soul Brand:
Po-Na (Lv.31)
  Cunning: -6
  Magic: +26

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
3) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (1))
4) Lux (Type: Light, 25 SP. Only affects enemies. Has a 70% chance to apply Guilt, and a 50% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (1))
5) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
6) Brain Knocker (Type: Mind, Passive. Provides a 50% chance for your Slash, Impact, and Pierce attacks to delay the next turn of the target.)
7) Block Physical (Type: Defense, Passive. Provides a 20% chance to block Slash, Impact, and Pierce attacks.)
8) Foul Aura (Type: Body, Reactive. Each standard turn, has an 8% chance to Infect enemies, which prevents most HP and SP recovery.)


Name : Fel Jotunn
Level: 32
MaxHP: 128
MaxSP: 100

Strength: 60
Magic   : 47
Vitality: 72
Agility : 13
Cunning : 33

Immune: Ice Dark
Resist: Slash Body Matter
Weak  : Fire

Soul Brand:
Du-Cl (Lv.31)
  Agility: -6
  Vitality: +26

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Also Chills the target, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Charge (3))
2) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
4) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)
5) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
6) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
7) Accursed Aura (Type: Dark, Reactive. Each standard turn, has an 8% chance to apply Pariah to enemies, causing each of them to damage their allies when they take damage (excluding reactions).)
8) Vehemence (Type: Buff, 15 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (3))


Name : Wise Shikome
Level: 33
MaxHP: 101
MaxSP: 100

Strength: 17
Magic   : 58
Vitality: 27
Agility : 44
Cunning : 64

Immune: Mind Dark
Resist: Ice Body
Weak  : Light

Soul Brand:
Ri-We-Tra (Lv.17)
  HP equal to MaxHP
  Strength: -7
  SP Costs: -57%

Abilities Known:
1) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) 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))
3) Afflicter (Type: None, Passive. Restores 5 SP for applying a new Body, Mind, Matter, Light, Dark, or Debuff status effect. (Poison or Held stacking does not count as a new effect.))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
5) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
6) Obsession (Type: Mind, 30 SP. 50% chance to inflict Charm, turning the target against its allies.)
7) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
8) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)



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

 Your shikome's power returns to normal.
 Your unicorn is no longer charmed.
 Your unicorn gestures at you. You feel better.
 Offer throws a flame dart at you.
 You block Offer's attack!
 The jotunn hits your unicorn.
 The shikome withers you.
 It's super effective!
 The shikome saps your vigor!
 You are no longer charmed.
 You and one of your allies are in danger!
 Your power's accuracy returns to normal.
 Your power's power returns to normal.
 Your unicorn gestures at you. You feel better.
 The shikome withers your unicorn.
 It isn't very effective.
 The shikome saps your unicorn's vigor!
 The shikome gazes at you.
 You resist.
 Offer gestures at the jotunn.
 The jotunn will be more powerful longer!
 Your unicorn dodges the jotunn's attack!
 Your unicorn is no longer chilled.
 The shikome withers you.
 It's super effective!
 The shikome saps your vigor!
 Your relic struggles to keep you alive!
 Using mirror chime...
 Mirror Chime can only be aimed at yourself. Press
 Enter to execute, Escape to cancel.
 You use the mirror chime.
 You feel a sudden eerie sense of dread...
 Burst appears out of nowhere!
 Burst summons the unicorn!
 Burst summons the scarab!
 Burst summons the impundulu!
 Your unicorn gestures at you. You feel better.
 The shikome gestures at you.
 You resist.
 The jotunn hits your unicorn.
 Your relic preserves your unicorn's life!
 The scarab gestures at itself.
 The scarab speeds up!
 The shikome withers you.
 It's super effective!
 The shikome saps your vigor!
 Your relic struggles to keep you alive!
 Offer throws a flame dart at you.
 Offer burns you.
 You die...



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

Name : Savior Yuki-onna
Level: 28
MaxHP: 122
MaxSP: 100

Strength: 24
Magic   : 58
Vitality: 42
Agility : 24
Cunning : 32

Immune: Ice
Weak  : Fire

Soul Brand:
Co-Im (Lv.29)
  Magic: -5
  SP Costs: -4

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 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 (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
7) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
8) ------------


Name : Mindbender Shoggoth
Level: 29
MaxHP: 123
MaxSP: 100

Strength: 43
Magic   : 21
Vitality: 50
Agility : 24
Cunning : 66

Immune: Mind
Resist: Impact Ice
Weak  : Fire Matter

Soul Brand:
Sh-Du-Lim (Lv.7)
  SP Costs: +10%
  Vitality: +7
  Cunning: +7

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 50% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) 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).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
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) 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 or a movement ability.)
7) Triad Ward (Type: Defense, Passive. Provides a 20% chance to block Fire, Ice, and Electricity attacks. This works even when Stunned, Paralyzed, etc.)
8) Madness Gaze (Type: Mind, 20 SP. 85% chance to inflict Panic, causing the target's actions to sometimes be randomized. Cooldown: Presence (6))


Name : Banshee
Level: 29
MaxHP: 83
MaxSP: 100

Strength: 15
Magic   : 69
Vitality: 30
Agility : 30
Cunning : 46

Immune: Body Matter
Resist: Slash Impact Pierce Ice
Weak  : Electricity

Abilities Known:
1) Mind Howl (Type: Mind, 30 SP. 55 Power attack, enemies only. Cannot miss.)
2) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
3) Share Pain (Type: Mind, Passive. Your Mind attacks deal 0-50% more damage based on your current health (less health = more damage).)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


Name : Igneus Polong
Level: 30
MaxHP: 95
MaxSP: 50

Strength: 12
Magic   : 67
Vitality: 19
Agility : 39
Cunning : 58

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

Soul Brand:
Ri-Ex (Lv.28)
  Max SP: -50
  SP Costs: -47%

Abilities Known:
1) Major Pain (Type: Mind, 25 SP. 55 Power attack. Has two 70% chances to delay the next turn of the target. Cannot miss.)
2) Wither (Type: Debuff, 30 SP. 85% chance to reduce offense and accuracy by 20%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) Burning Star (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
6) Burning Hands (Type: Fire, 15 SP. 40 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration. Free action. Cooldown: Cantrip (3))
7) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
8) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)


Name : Chthonic Ehlose
Level: 26
MaxHP: 110
MaxSP: 100

Strength: 55
Magic   : 11
Vitality: 76
Agility : 18
Cunning : 23

Immune: Body
Resist: Slash Impact Ice Electricity Light Dark
Weak  : Fire

Soul Brand:
Ri-Mi (Lv.15)
  Strength: +8
  SP Costs: -11%

Abilities Known:
1) Warning Cry (Type: Buff, 15 SP. Briefly improves evasion by 25% for you and your allies. Cooldown: Presence (3))
2) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
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) 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) Tangler (Type: Matter, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
6) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
7) 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))
8) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)


Name : Shikome
Level: 32
MaxHP: 108
MaxSP: 100

Strength: 20
Magic   : 65
Vitality: 33
Agility : 41
Cunning : 41

Immune: Dark
Resist: Ice Body
Weak  : Mind Light

Soul Brand:
Co-Im (Lv.29)
  Magic: -5
  SP Costs: -4

Abilities Known:
1) Lich Touch (Type: Dark, 25 SP. 100 Power attack, split between HP and MaxHP damage. 66% of the MaxHP damage is drained to the user as bonus MaxHP.)
2) Horrible Glare (Type: Mind, 15 SP. Only affects enemies. Four 40% chances to delay the next turn of the targets. Cooldown: Presence (6))
3) Possess (Type: Dark, 30 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 (5))
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Mulassa
Level: 31
MaxHP: 120
MaxSP: 100

Strength: 36
Magic   : 84
Vitality: 58
Agility : 24
Cunning : 18

Resist: Fire Body Mind
Weak  : Ice

Soul Brand:
Po-Na (Lv.31)
  Cunning: -6
  Magic: +26

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, if this would be to your benefit.)
6) ------------
7) ------------
8) ------------


Name : Druj nasu
Level: 28
MaxHP: 110
MaxSP: 100

Strength: 14
Magic   : 48
Vitality: 45
Agility : 14
Cunning : 75

Immune: Body
Resist: Dark
Weak  : Fire Light

Soul Brand:
Co-Po-Ab (Lv.13)
  No Defense abilities
  Magic: +11
  SP Costs: -2

Abilities Known:
1) Foul Aura (Type: Body, Reactive. Each standard turn, has an 8% chance to Infect enemies, which prevents most HP and SP recovery.)
2) 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%.)
3) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
4) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
5) Innocence (Type: Mind, Passive. Increases offense, defense, accuracy, and evasion by 33%, and status accuracy and status resistance by 16%, versus opponents who are at full HP. (Bonuses are affected by Mind resistance.))
6) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
7) Corrosive Vapor (Type: Debuff, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly reduce defense by 20%.)
8) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)


SummerSnowman
 
Posts: 44
Joined: Tue Feb 19, 2019 6:42 am

Re: RNG is a fickle god

Postby Ferret » Wed Mar 27, 2019 3:46 pm

Yeesh, that is a ton of offerings. :D And yes, they are some of the rarer items, especially the silver and gold ones!

Huh.. it shouldn't be possible for "very few" Sanctums to show up on a given run. Sanctums spawn based on "1 out of X" sets... but every set should spawn 1. It is possible to see "very few" uniques though: outside of Sanctums, those are more purely RNG.

I mostly agree with you about Transpose Soul, though I would extend it to say it's better for Passives in general: many Passives have only one natural source in the game, and sometimes it's a unique or late game enemy, even if the passive in question is available on modifiers much earlier. But generally speaking, you'll be able to find decent actives that covers the basics of any element's flavor without Transpose Soul... though it can help you if you're looking for the more obscure things (such as Body's SP draining abilities, Fire's healing abilities, etc.)

I've seen Dirty Needle builds that more or less completely ignore Strength... which is especially possible if you get the Poison Needle + Venomous + Acidic + Toxic Vapor business going. Once you can potentially land 4 Damage Over Time effects in a single shot, you're in really good shape on damage just with Cunning and Agility. :D

Thanks for the report :D
User avatar
Ferret
 
Posts: 1650
Joined: Tue Sep 16, 2014 3:18 pm

Re: RNG is a fickle god

Postby SummerSnowman » Fri Mar 29, 2019 7:41 am

Now that I think about it, I did find a lot of uniques. I just didn’t recruit many of them. Also, I didn’t find my two favorite uniques, Anzu and Pele. Pele seems to have a higher spawn rate than other uniques, even though she doesn’t seem to have a sanctum. I might be remembering incorrectly though. Still, she definitely spawns more than miodchaoin for me, at least. :D

It's good that we'll have more floors soon. Will the mythical thrones be some sort of overstatted demon like Virtues and Powers? It sounds like it'll have strong stats across the board though. :)

First win with a melee build. I really liked the ability to walk into the middle of a pack of enemies and not lose any maxHP. That's a really good defense buff. :D

Early game, I ran into trouble against Python and tried to link with him since he had 3 HP and was dying. I used two frost glyphs and a flame glyph, but my party didn't have the SP to do any damage. Most of my demons died in the retreat, but I had 7 pure stones to restore my party and my DoTer Carbuncle to the fight and finished Python off. I also found a Raiju and it salvaged my run, helping me kill Paracelsus and Lioth. No Madevra appeared though.

Lioth was quite overleveled at level 19 compared to my 15, and I found him around the floors that Mordecai spawns on. Why does he have level 19 wisps? My Gandayah only gets to that level around floor 22. Also fought Perseus, who immediately got stunned and melted by my Oni. I then used a pain glyph to make the fight a breeze.

I got no good modifiers from Hunter Oni, but I did get Acidic Spear from a Lethal demon in the midgame. The skill seemed very effective. The Archangel was also pretty good for a melee debuffer demon.

I ran through three iterations of a Pelesit to see what would stick. The first ability set used Petra Glare, Reserves, and Bravado to try and get triple Stone glares on my enemies. I also added slow for it to have something to do when the Glares were on cooldown. It didn't work at all, since the bug preferred to use Slow first and never used the glares because it ran out of SP. I tried to give it Haunt to gap-close and glare, but that didn't help at all. So, I replaced Petra Glare with Alluring Gaze, which seemed to work better. However, the best iteration was this one, used as a buffer demon who would double charm enemies afterwards. Slow was also used well, after everything else had been applied.

The Vorpal Leib-Olmai was really tanky, even against Mulassa. Its best use was to walk into the enemy pack and cleave them down, then executing them. Witch Cut applied rarely this game, but it did help more against demons weak to dark. It didn't do anything to Tremane though, who resisted it with Resolute and mostly died to Vigor Siphon.



Code: Select all
Demon Party Dump File
Version 3/20/2019, Scoring Model: 3/10/2019
Dump file created at: 3/28/2019 11:48:49 PM


Summoner King...
was chosen by the Crown of Glory,
selected Healing as their starting element,
has earned a score of 63910,
is currently at Tower:23,
and is still alive!



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

Name : King
Level: 32
MaxHP: 163
MaxSP: 100

Strength: 106
Magic   : 10
Vitality: 60
Agility : 46
Cunning : 15

Resist: Body
Weak  : Dark

Soul Brand:
Qu-Mi (Lv.24)
  Strength: +11
  Agility: +11

Abilities Known:
1) Vorpal Cleave (Type: Slash, 25 SP. 100 Power attack.)
2) Witch Cut (Type: Slash, 15 SP. 70 Power attack. Has a 50% chance to apply Hex, which reduces physical resistances (not immunity) by one level, and reduces physical damage dealt by 50%.)
3) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
5) 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))
6) 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 Shock, Stun, or Harden.)
7) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
8) Glacial Shell (Type: Ice, Passive. Provides a 100% chance to block Slash, Impact, Pierce, Fire, Electricity, and Ice attacks. This works even when Stunned, Paralyzed, etc. Triggers a Cold cooldown when activated. Cooldown: Cold (4))

Relic Upgrades:
Recycle (Delete Demon now grants Credits based on the number of levels the demon has gained (more levels = more Credits).)
S.E.P.I. (Generates a small amount of Credits each time you fully explore a level.)
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 9 at once.)

Inventory:
2 Calm card
10 Pure stone
8 Heal stone
1 Frost glyph
1 Tempest rune
1 Chakra gem
2 Heart glyph
8 Chakra stone
3 Ghost chime
2 Pain glyph
2 Heal gem
1 Bronze offering
1 Venom rune
1 Pure gem
1 Zephyr card
2 Mirror chime

Brands:
Po-Du-Cl-Ev (Lv.4)
  Base Agility is 19 or more
  Agility: -6
  Vitality: +10
  Magic: +10
Sh-Lim-Da (Lv.12)
  Last Used: Movement
  SP Costs: +10%
  Cunning: +18
Po-Sh (Lv.13)
  Cunning: +7
  Magic: +7
Ri-Co-Cl-Fl (Lv.18)
  Last Used: Matter
  Agility: -13
  SP Costs: -5
  SP Costs: -37%
Mi-Ri-Ab (Lv.18)
  No Pierce abilities
  SP Costs: -15%
  Strength: +10
Qu-Mi (Lv.24)
  Strength: +11
  Agility: +11
Sh (Lv.25)
  Cunning: +17
Mi-Sh-Lim (Lv.26)
  SP Costs: +40%
  Cunning: +23
  Strength: +23
Sh-Lim (Lv.27)
  SP Costs: +40%
  Cunning: +36
Sh-Fr-Ev (Lv.27)
  Base Agility is 72 or more
  Vitality: -18
  Cunning: +47
Ri (Lv.28)
  SP Costs: -23%
Mi-Na (Lv.31)
  Cunning: -20
  Strength: +38

Current Credits: 11607



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        3*         0          1          8*         1         
Impact       1          0          2          8*         0         
Pierce       2          0          2          8*         0         
Fire         2          1          3          3*         3         
Ice          0          0          3          7*         0         
Electricity  0          0          1          5*         4         
Body         1          1          6*         1          2         
Mind         3          1          3          6*         0         
Matter       1          0          4          5*         1         
Light        1          1          1          5*         3         
Dark         1          0          4          4          2*         

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



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

Name : Druj nasu
Level: 28
MaxHP: 110
MaxSP: 100

Strength: 14
Magic   : 37
Vitality: 45
Agility : 14
Cunning : 75

Immune: Body
Resist: Dark
Weak  : Fire Light

Soul Brand:
Sh-Lim-Da (Lv.12)
  Last Used: Movement
  SP Costs: +10%
  Cunning: +18

Abilities Known:
1) Contagion (Type: Body, 15 SP. Must target an Infected character. 85% chance to Infect an enemy near the target, preventing most HP and SP recovery. Free action. Cooldown: Cantrip (3))
2) Foul Aura (Type: Body, Reactive. Each standard turn, has an 8% chance to Infect enemies, which prevents most HP and SP recovery.)
3) Toxic Vapor (Type: Body, Passive. Attempts to inflict Melting on non-immune targets also have a 50% chance to briefly inflict Poison, causing damage over time (can stack three times).)
4) 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 (6))
5) 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.)
6) Greek Fire (Type: Fire, Passive. Increases the duration of your Ignite effects by 3 turns.)
7) Ember Burst (Type: Fire, 20 SP. 70% chance to Ignite the targets for an unusually long duration, causing damage over time.)
8) Acid Burst (Type: Matter, 20 SP. 70% chance to inflict Melting, causing damage over time.)


Name : Wise Pixie
Level: 28
MaxHP: 97
MaxSP: 100

Strength: 12
Magic   : 42
Vitality: 18
Agility : 45
Cunning : 85

Immune: Mind
Weak  : Body Matter

Soul Brand:
Sh (Lv.25)
  Cunning: +17

Abilities Known:
1) Muddle (Type: Mind, 30 SP. 70% chance to inflict Panic, causing the target's actions to sometimes be randomized.)
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) 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))
4) Lucky Star (Type: None, Passive. You only have a 1 in N chance of triggering Luck cooldowns, where N is the number of Luck cooldown abilities you have.)
5) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
6) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
7) 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 or a movement ability.)
8) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)


Name : Hunter Oni
Level: 28
MaxHP: 118
MaxSP: 100

Strength: 57
Magic   : 8
Vitality: 47
Agility : 39
Cunning : 46

Resist: Fire Body Dark Matter
Weak  : Electricity Light

Soul Brand:
Du-Sh-Im (Lv.7)
  Magic: -4
  Cunning: +8
  Vitality: +8

Abilities Known:
1) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
2) 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.)
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) Needle Spray (Type: Pierce, 20 SP. Attenuated 55 Power attack.)
5) Lob Stone (Type: Impact, 10 SP. 85 Power attack. Cooldown: Luck (4))
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) Acidic Spear (Type: Pierce, 20 SP. 70 Power attack, enemies only. Has a 50% chance to inflict Melting, causing damage over time.)
8) 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).)


Name : Archangel
Level: 29
MaxHP: 102
MaxSP: 100

Strength: 46
Magic   : 30
Vitality: 38
Agility : 46
Cunning : 44

Immune: Light
Resist: Fire Body
Weak  : Dark

Soul Brand:
Sh-Ab (Lv.15)
  No Ice abilities
  Cunning: +14

Abilities Known:
1) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)
2) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
3) Blinding (Type: Matter, Passive. Provides a 10% chance for your Slash, Impact, and Pierce attacks to inflict Blind, which reduces sight radius to 1 and also reduces accuracy and evasion by 50%.)
4) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
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) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Silver Hand (Type: Light, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Mute, which prevents the use of non-physical abilities.)
8) Vile Alchemy (Type: Body, Passive. When you apply Poison to an already Poisoned target, you always increase the Poison stack level if it is not already at the maximum.)


Name : Volcanic Civatateo
Level: 33
MaxHP: 106
MaxSP: 100

Strength: 15
Magic   : 91
Vitality: 21
Agility : 37
Cunning : 46

Immune: Fire
Resist: Ice Body Light Dark
Weak  : Electricity

Abilities Known:
1) Inquisition (Type: Light, 35 SP. 70% chance to inflict Guilt on enemy targets, healing those who damage the targets (excluding reactions).)
2) 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))
3) Vigor Drain (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.)
4) 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.)
5) Rain of Fire (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
8) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)


Name : Lifebender Peluda
Level: 30
MaxHP: 119
MaxSP: 125

Strength: 47
Magic   : 84
Vitality: 41
Agility : 18
Cunning : 22

Resist: Impact Pierce Fire Matter
Weak  : Slash Electricity

Soul Brand:
Po (Lv.25)
  Magic: +17

Abilities Known:
1) Tireless (Type: None, Passive. Increases MaxSP by 25.)
2) Soothe Host (Type: Healing, 25 SP. Only affects characters whose HP is more than 50% of their maximum. 105 Power heal.)
3) 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))
4) Preserve Host (Type: Healing, 20 SP. Only affects characters whose HP is 50% or less of their maximum. 105 Power heal.)
5) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)


Name : Brewmaster Shojo
Level: 31
MaxHP: 127
MaxSP: 100

Strength: 32
Magic   : 55
Vitality: 46
Agility : 12
Cunning : 55

Resist: Ice Body Mind
Weak  : Electricity

Abilities Known:
1) Life Bloom (Type: Healing, 30 SP. Only affects characters with the Regeneration effect. 105 Power heal.)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Meditate (Type: Healing, 0 SP. Can be used while Muted. Restores 10 SP. Cooldown: Cantrip (0))
4) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
5) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)
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 : Furious Pelesit
Level: 30
MaxHP: 92
MaxSP: 129

Strength: 31
Magic   : 20
Vitality: 33
Agility : 46
Cunning : 60

Resist: Electricity Mind Dark Matter
Weak  : Fire Body Light

Soul Brand:
In-Cl (Lv.27)
  Agility: -5
  Max SP: +29

Abilities Known:
1) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
2) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
3) 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))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
5) Empower (Type: Buff, 25 SP. Improves offense and defense by 25%.)
6) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
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) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)


Name : Vorpal Leib-olmai
Level: 33
MaxHP: 111
MaxSP: 100

Strength: 83
Magic   : 33
Vitality: 47
Agility : 34
Cunning : 13

Resist: Slash Impact Pierce Ice Body Mind Matter
Weak  : Fire

Soul Brand:
Ri (Lv.28)
  SP Costs: -23%

Abilities Known:
1) Rend Asunder (Type: Slash, 20 SP. 100 Power attack split between two Slash attacks.)
2) Life Pulse (Type: Healing, 20 SP. Only affects allies. 60 Power heal. Free action. Cooldown: Cantrip (5))
3) Hunter's Cry (Type: Buff, 35 SP. Briefly improves offense and accuracy by 25% for you and your allies. Cooldown: Presence (3))
4) Calming Rain (Type: Healing, 25 SP. Removes Stun, Sleep, Panic, and Charm.)
5) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
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) Execute (Type: Slash, 15 SP. 130 Power attack, if the damage would be fatal. Otherwise, 70 Power attack.)
8) Grand Cleave (Type: Slash, 20 SP. 85 Power attack.)



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

 Your peluda's power returns to normal.
 Your leib-olmai misses Burst.
 Your leib-olmai rends Burst.
 Your leib-olmai looks refreshed.
 Your pelesit gestures at you.
 You feel more accurate! You feel more evasive!
 Your peluda gestures at your leib-olmai.
 Your leib-olmai looks healthier.
 The impundulu launches a flame blast at your
 leib-olmai. The impundulu burns your leib-olmai.
 It's super effective!
 You and one of your allies are in danger!
 Your leib-olmai is no longer chilled.
 You are no longer on fire.
 Burst withers your leib-olmai.
 Burst saps your leib-olmai's vigor!
 Your pelesit gestures at your peluda.
 Your peluda looks more accurate!
 Your peluda looks more evasive!
 Your leib-olmai rends Burst.
 Your leib-olmai looks refreshed.
 Your leib-olmai misses Burst.
 Using Dismiss...
 You unsummon your leib-olmai!
 Your peluda gestures at your pelesit.
 Your pelesit looks healthier.
 The impundulu shocks your peluda.
 It's super effective!
 The impundulu misses your pelesit.
 Your leib-olmai is no longer on fire.
 Your peluda gestures at you. You feel better.
 The impundulu freezes your pelesit.
 Your pelesit starts shivering!
 Using Dismiss...
 You unsummon your peluda!
 Burst melts your pelesit.
 It's super effective!
 Burst blocks your pelesit's attack!
 The impundulu launches a flame blast at your
 pelesit. The impundulu burns your pelesit.
 It's super effective!
 Your relic preserves your pelesit's life!
 Your pelesit is no longer chilled.
 Your leib-olmai's defense returns to normal.
 Your leib-olmai's power returns to normal.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



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

Name : Ninkasi
Level: 27
MaxHP: 101
MaxSP: 100

Strength: 31
Magic   : 35
Vitality: 34
Agility : 45
Cunning : 45

Resist: Ice Body Mind
Weak  : Fire

Soul Brand:
Mi-Ri-Ab (Lv.18)
  No Pierce abilities
  SP Costs: -15%
  Strength: +10

Abilities Known:
1) Might (Type: Buff, 10 SP. Improves offense by 25%.)
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
5) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
6) Ever Ready (Type: None, Passive. Increases SP regeneration by 200% when your SP is less than 15.)
7) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
8) Healing Rain (Type: Healing, 35 SP. 105 Power heal.)


Name : Medusa
Level: 27
MaxHP: 125
MaxSP: 120

Strength: 29
Magic   : 36
Vitality: 36
Agility : 36
Cunning : 43

Weak  : Light Dark

Soul Brand:
In (Lv.22)
  Max SP: +20

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) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
3) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
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).)
5) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
6) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
7) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
8) ------------


Name : Yuki-onna
Level: 28
MaxHP: 101
MaxSP: 100

Strength: 48
Magic   : 56
Vitality: 29
Agility : 29
Cunning : 41

Immune: Ice
Weak  : Fire

Soul Brand:
Mi (Lv.27)
  Strength: +18

Abilities Known:
1) Snowstorm (Type: Ice, 40 SP. Attenuated 85 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
2) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Pink Whisper (Type: Mind, 25 SP. 70% chance to cause Charm, turning the target against its allies. Free action. Cooldown: Presence (6))
4) Haunt (Type: Dark, 25 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 (4))
5) Tormentor (Type: None, Passive. Restores 5 SP when you deal damage to one or more characters that have negative status effects.)
6) ------------
7) ------------
8) ------------


Name : Ya-te-veo
Level: 31
MaxHP: 127
MaxSP: 100

Strength: 83
Magic   : 16
Vitality: 48
Agility : 32
Cunning : 67

Immune: Mind
Weak  : Ice Body

Soul Brand:
Mi-Sh-Lim (Lv.26)
  SP Costs: +40%
  Cunning: +23
  Strength: +23

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) ------------
8) ------------


Name : Mulassa
Level: 31
MaxHP: 120
MaxSP: 100

Strength: 36
Magic   : 58
Vitality: 58
Agility : 24
Cunning : 24

Resist: Fire Body Mind
Weak  : Ice

Soul Brand:
Ri (Lv.28)
  SP Costs: -23%

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, if this would be to your benefit.)
6) ------------
7) ------------
8) ------------


Name : Destined Mananangal
Level: 21
MaxHP: 93
MaxSP: 116

Strength: 12
Magic   : 42
Vitality: 28
Agility : 39
Cunning : 42

Immune: Dark
Resist: Mind
Weak  : Body Light

Soul Brand:
In-Du (Lv.29)
  Vitality: +13
  Max SP: +16

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 85% chance to reduce offense by 20%.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
6) Empower (Type: Buff, 25 SP. Improves offense and defense by 25%.)
7) ------------
8) ------------


Name : Eliminator Basilisk
Level: 31
MaxHP: 94
MaxSP: 100

Strength: 12
Magic   : 59
Vitality: 12
Agility : 78
Cunning : 58

Immune: Matter
Resist: Electricity
Weak  : Ice

Soul Brand:
Qu (Lv.30)
  Agility: +19

Abilities Known:
1) Lethal Gaze (Type: Mind, 15 SP. 85 Power attack. Cannot miss. Cooldown: Presence (3))
2) Toxic Touch (Type: Body, 20 SP. 100 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
3) Vile Alchemy (Type: Body, Passive. When you apply Poison to an already Poisoned target, you always increase the Poison stack level if it is not already at the maximum.)
4) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
5) 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))
6) Entangle (Type: Matter, 15 SP. 85 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
7) ------------
8) ------------


Name : Power
Level: 28
MaxHP: 91
MaxSP: 100

Strength: 140
Magic   : 14
Vitality: 41
Agility : 14
Cunning : 1

Immune: Light
Resist: Slash Impact Pierce Matter
Weak  : Dark

Soul Brand:
Mi-Na (Lv.31)
  Cunning: -20
  Strength: +38

Abilities Known:
1) Lethal Thrust (Type: Pierce, 25 SP. 100 Power attack, enemies only.)
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) Vehemence (Type: Buff, 15 SP. Briefly raises accuracy and offense by 25%. Free action. Cooldown: Cantrip (3))
4) Overpower (Type: None, Passive. Reduces the chance of opponents Blocking, Dodging, or Parrying your attacks by half.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Destined Virtue
Level: 32
MaxHP: 112
MaxSP: 100

Strength: 16
Magic   : 100
Vitality: 16
Agility : 24
Cunning : 49

Immune: Light
Resist: Fire Electricity Dark
Weak  : Slash Impact Pierce

Soul Brand:
Mi-Po-Fl (Lv.31)
  Last Used: Healing
  Magic: +21
  Strength: +21

Abilities Known:
1) Repair Flesh (Type: Healing, 30 SP. 130 Power heal.)
2) Grace (Type: Buff, 25 SP. Improves accuracy and evasion by 25%.)
3) Vitae (Type: Healing, 25 SP. Only affects allies. Removes all negative status changes, then applies a 150 Power heal. Cooldown: Miracle (1))
4) Lux (Type: Light, 25 SP. Only affects enemies. Has a 70% chance to apply Guilt, and a 50% chance to apply Mute, followed by an 85 Power attack. Cannot miss. Cooldown: Miracle (1))
5) Channeler (Type: None, Passive. Reduces the SP cost of abilities with the Miracle cooldown to 0, and reduces Miracle cooldowns by 50%.)
6) Sentinel's Cry (Type: Buff, 35 SP. Briefly improves defense and evasion by 25% for you and your allies. Cooldown: Presence (3))
7) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
8) ------------


SummerSnowman
 
Posts: 44
Joined: Tue Feb 19, 2019 6:42 am

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