I died early but I'm still proud of this run lol

The tower awaits!

I died early but I'm still proud of this run lol

Postby Geoffreylikespie » Sun Nov 10, 2019 12:47 am

So I just ran a run and I only got to Anomaly: 2 but I feel that I did quite well until I screwed it up in the end.

Instead of going for the regular route of getting a variety of decent demons, I instead focused on improving my main three: Lifegiver Gandayah (I was lucky for this to be my first encounter because I love Gandayah, and obviously a healer), Angel (an all-around ranged support build with healing and damage), and Dipsas (serves surprisingly well as a tank!). I had gone through all the side areas feeling pretty confident and even though I wasn't really planning Angel and Dipsas to be any certain way they were working surprisingly well for me. Against all odds we got Python on our side by taking out the goons then retreating, and I had aspirations to fuse Python onto Dipsas which would have been made him such a tanky boi. We beat Zaji too which I was astounded by! I already feel like I get brands pretty well which is also very nice.

Then came the mistake. I ran into an Ooze for the first time ever, and thinking long ahead I saw that it was just a follow mission and decided against better judgement to save my bronze offering. Ooze didn't have any speed buffs to my knowledge, but it was still a bit faster than me (maybe it was a brand?). Instead of cutting my losses, I saw that I had two wind cards and kept up the pursuit, although honestly I probably still would have lost sight with ~2-3 turns left. I let my allies take care of the Nero it came in with, so they were trailing far behind. Then Ooze led me straight into a pack of Fotia, which started pummeling me into the ground. I again acted against good judgement and kept up the chase instead of backing out to survive. Separated from the allies that have been carrying me and being hit by four Fotias at once, I died very quickly.

It was a really dumb way to die lol. I guess I've learned to not be stingy with my bronze offerings and to never underestimate high-level Demons, even if they're an average-speed pursuit mission. Hopefully my ghost is strong enough with Dipsas, Angel, and Lifegiver Gandayah to thoroughly vibe check summoners running around Anomaly: 2.

After a several-month-long break due to school obligations, social obligations, and just the need to take a break, this was a wonderful re-introduction back into the game for me! I hope to see some of you wonderful souls in the Tower! ;^)

Code: Select all
Demon Party Dump File
Version 10/27/2019, Scoring Model: 10/27/2019
Dump file created at: 11/09/2019 16:19:25


Summoner Geoffrey...
was chosen by the Horns of the Hunt,
selected Ice as their starting element,
has earned a score of 3779,
is currently at Anomaly:2,
and is quite dead!



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

Name : Geoffrey
Level: 8
MaxHP: 61
MaxSP: 125

Strength: 10
Magic   : 39
Vitality: 17
Agility : 17
Cunning : 10

Resist: Ice
Weak  : Electricity

Soul Brand:
Po-Rel (Lv.3)
  No base SP cost above 15
  Magic: +8

Abilities Known:
1) Frost Dart (Type: Ice, 15 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
2) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
3) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Auraward (Type: Defense, Passive. If your last action was a Fire, Electricity, or Ice ability, you gain Resist against all three of these types.)
6) ------------
7) ------------
8) ------------

Relic Upgrades:
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 6 at once.)
Create Brand (Unlocks the Create Brand transmutation (available in the Brand menu), which lets you sacrifice a demon to create a new Brand based on its modifier. The new Brand's level will be equal to the sacrificed demon's level.)
Refine Brand (Unlocks the Refine Brand transmuation (available in the Brand menu), which raises the level of a Brand in your stock to match your own level. Does not change previously Applied copies of the Brand.)
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)

Inventory:
1 Chakra gem
5 Heal stone
3 Bolt glyph
3 Chakra stone
1 Calm card
2 Pure stone
3 Heal gem
1 Pure gem
1 Flame glyph
1 Bronze offering
2 Ghost chime

Brands:
Po-Rel (Lv.3)
  No base SP cost above 15
  Magic: +8
Mi (Lv.5)
  Strength: +7
In-We-Pa (Lv.5)
  Level is 20 or higher
  Strength: -14
  Max SP: +42
Du-Fre-So (Lv.5)
  Is a Non-Unique Demon
  SP above 50
  Vitality: +14
Po-So (Lv.5)
  Is a Demon
  Magic: +9
Sa-Pa (Lv.7)
  Level is 17 or higher
  HP per Turn: +2.5% of MaxHP
Sh-Rel (Lv.7)
  No base SP cost above 10
  Cunning: +14
In (Lv.8)
  Max SP: +13

Current Credits: 1394

Codex Daemonium Completion
Shared Codex   : 113 / 156 (72% complete)



--==== Party Overview  ====--

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

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



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

Name : Lifegiver Gandayah
Level: 7
MaxHP: 59
MaxSP: 138

Strength: 13
Magic   : 23
Vitality: 26
Agility : 9
Cunning : 9

Resist: Electricity
Weak  : Fire

Soul Brand:
In (Lv.8)
  Max SP: +13

Abilities Known:
1) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
2) Tireless (Type: None, Passive. Increases MaxSP by 25.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Preserve Life (Type: Healing, 15 SP. Must target a character whose HP is 50% or less of their maximum. 105 Power heal.)
5) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
6) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
7) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)
8) Relieving Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Matter status effects (except Harden) by 0.5 turns.)


Name : Headless
Level: 8
MaxHP: 71
MaxSP: 100

Strength: 27
Magic   : 6
Vitality: 35
Agility : 12
Cunning : 11

Resist: Ice Body
Weak  : Electricity Light

Soul Brand:
Mi (Lv.4)
  Strength: +6

Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
5) Rabblerouser (Type: Buff, Passive. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)
6) 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))
7) ------------
8) ------------


Name : Dipsas
Level: 13
MaxHP: 56
MaxSP: 125

Strength: 27
Magic   : 15
Vitality: 17
Agility : 36
Cunning : 22

Resist: Electricity
Weak  : Ice Matter

Soul Brand:
Mi (Lv.5)
  Strength: +7

Abilities Known:
1) Exhausting Bite (Type: Pierce, 15 SP. 70 Power attack. Reduces the target's SP by 15% (affected by Body resistance).)
2) Cleanse (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Desiccation (Type: None, Passive. Improves the effectiveness of your SP reduction effects by 50%.)
5) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
7) ------------
8) ------------


Name : Angel
Level: 11
MaxHP: 58
MaxSP: 125

Strength: 16
Magic   : 28
Vitality: 27
Agility : 20
Cunning : 16

Immune: Light
Resist: Fire Electricity
Weak  : Dark

Soul Brand:
Du (Lv.5)
  Vitality: +7

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) Tireless (Type: None, Passive. Increases MaxSP by 25.)
6) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
7) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)
8) Relieving Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Matter status effects (except Harden) by 0.5 turns.)


Name : Nero
Level: 7
MaxHP: 53
MaxSP: 100

Strength: 13
Magic   : 23
Vitality: 23
Agility : 12
Cunning : 9

Resist: Fire Ice
Weak  : Body Light Dark Matter

Soul Brand:
Sa (Lv.6)
  HP per Turn: +1.1% of MaxHP

Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)
4) Relieving Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Matter status effects (except Harden) by 0.5 turns.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Python
Level: 9
MaxHP: 68
MaxSP: 100

Strength: 24
Magic   : 7
Vitality: 31
Agility : 15
Cunning : 18

Resist: Slash Impact Electricity Body
Weak  : Fire Ice Matter

Soul Brand:
Sa-Qu (Lv.7)
  Agility: +5
  HP per Turn: +0.8% of MaxHP

Abilities Known:
1) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
2) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
3) 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.))
4) 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.))
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) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
7) ------------
8) ------------



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

 Escape to cancel.
 Nevermind then.
 Using Examine...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.
 Using wind card...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You use the wind card.
 The fotia throws a flame dart at you.
 The fotia burns you.
 The fotia throws a flame dart at you.
 The fotia burns you.
 The fotia throws a flame dart at you.
 The fotia burns you.
 Using Frost Dart...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.
 Using Frost Dart...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.
 The fotia throws a flame dart at you.
 The fotia misses you.
 The fotia throws a flame dart at you.
 The ooze dodges the fotia's attack!
 The fotia burns you.
 The ooze swaps places with the fotia.
 Using Frost Dart...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.
 The ooze swaps places with the fotia.
 Using Frost Dart...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.
 The fotia throws a flame dart at you.
 The fotia burns you.
 The fotia throws a flame dart at you.
 The fotia burns you.
 The fotia throws a flame dart at you.
 The fotia burns you.
 You are set on fire!
 You are in danger!
 Using heal stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You use the heal stone. You feel better.
 The fotia stares at you.
 The fotia burns you.
 You will be burning longer!
 The fotia stares at you.
 The fotia looks refreshed.
 The fotia throws a flame dart at you.
 The fotia burns you.
 The fotia stares at you.
 The fotia looks refreshed.
 The fotia throws a flame dart at you.
 The fotia burns you.
 The fotia throws a flame dart at you.
 The fotia burns you.
 Your dipsas' defense returns to normal.
 Using wind card...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You use the wind card.
 The fotia throws a flame dart at you.
 The fotia burns you.
 Your relic struggles to keep you alive!
 Your relic struggles to keep you alive!
 The fotia stares at you.
 The fotia burns you.
 Your relic struggles to keep you alive!
 The fotia stares at you.
 The fotia burns you.
 Your relic struggles to keep you alive!
 You will be burning longer!
 The fotia stares at you.
 The fotia burns you.
 Your relic struggles to keep you alive!
 Your angel's defense returns to normal.
 Using Frost Dart...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.
 The fotia stares at you.
 The fotia burns you.
 You die...



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

Name : Kasha
Level: 4
MaxHP: 33
MaxSP: 100

Strength: 12
Magic   : 12
Vitality: 11
Agility : 17
Cunning : 16

Resist: Fire Light Dark
Weak  : Ice

Soul Brand:
Mi-Co (Lv.2)
  SP Costs: -1
  Strength: +3

Abilities Known:
1) Fiery Claw (Type: Slash, 5 SP. 85 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
3) Weigh Sin (Type: Light, 15 SP. 85% chance to inflict Guilt, healing those who damage the target (excluding reactions).)
4) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Tulpa
Level: 4
MaxHP: 42
MaxSP: 100

Strength: 13
Magic   : 13
Vitality: 13
Agility : 13
Cunning : 13

Resist: Body Matter
Weak  : Mind Dark

Abilities Known:
1) Distract (Type: Debuff, 15 SP. 85% chance to reduce accuracy by 20%.)
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) Evasion (Type: Defense, Passive. Provides a 10% chance to dodge attacks.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Lifegiver Abbey lubber
Level: 1
MaxHP: 35
MaxSP: 100

Strength: 6
Magic   : 13
Vitality: 17
Agility : 4
Cunning : 10

Resist: Light Dark
Weak  : Ice

Abilities Known:
1) Heavy Blow (Type: Impact, 5 SP. 70 Power attack.)
2) Emit Dark (Type: Dark, 5 SP. 55 Power attack. Cannot miss.)
3) Absolution (Type: Healing, 15 SP. Removes Guilt, Mute, Pariah, and Hex.)
4) Restore (Type: Healing, 20 SP. 105 Power heal. Cooldown: Restore (5))
5) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
6) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
7) ------------
8) ------------


Name : Echeneis
Level: 5
MaxHP: 44
MaxSP: 100

Strength: 11
Magic   : 16
Vitality: 20
Agility : 14
Cunning : 9

Resist: Ice
Weak  : Electricity

Abilities Known:
1) Chilling Touch (Type: Ice, 5 SP. 70 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
2) Deep Chill (Type: Ice, Passive. Increases the duration of your Chill effects by 3 turns.)
3) Headwind (Type: Ice, Passive. Ice attacks delay the next turn of targets that moved during their previous turn.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


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

Strength: 9
Magic   : 21
Vitality: 9
Agility : 15
Cunning : 21

Weak  : Dark

Soul Brand:
Ra (Lv.4)
  Speed: +10%

Abilities Known:
1) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
2) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
3) Fetter (Type: Matter, 5 SP. 55 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
4) Wrap Up (Type: Matter, 15 SP. 85% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
5) ------------
6) ------------
7) ------------
8) ------------


Name : Malingee
Level: 7
MaxHP: 44
MaxSP: 100

Strength: 30
Magic   : 6
Vitality: 13
Agility : 19
Cunning : 12

Resist: Fire Matter
Weak  : Ice

Abilities Known:
1) Fierce Stab (Type: Pierce, 5 SP. 70 Power attack.)
2) Block Slash (Type: Defense, Passive. Provides a 33% chance to block Slash attacks.)
3) Block Pierce (Type: Defense, Passive. Provides a 33% chance to block Pierce attacks.)
4) ------------
5) ------------
6) ------------
7) ------------
8) ------------


I'm here to kick [relic wraiths] and chew [the new matter build], and I'm all out of [relic wraiths].
Geoffreylikespie
 
Posts: 12
Joined: Fri Feb 23, 2018 5:21 am
Location: Somewhere in California

Re: I died early but I'm still proud of this run lol

Postby Ferret » Mon Nov 11, 2019 5:11 am

Any run that reaches Anomaly is pretty good. :) More than 90% of games end before that!

I'm a little surprised Dipsas turned out to be a good tank. :D They are a bit high level for that part of the game, which may have helped. Maybe the high Agility did the job too? In any case, it's always fun to hear of a new use for a demon, especially if it's unconventional.

Oozes have a base Speed of 150% :( No speed buffs beyond that, but +50% is pretty huge! I can understand wanting to save the Offering if you thought you could catch it though: Offerings are really rare, and the only thing better than 1 overleveled pal would be 2, and you probably wouldn't have a chance at capturing the next one normally.

I'm glad you're back and getting the hang of the new Brand system too. :D Enjoy those and the new upgrade system, and I'll see about adding some new Tower floors soon. :) Thanks for the report, and good luck on your next run. :D
User avatar
Ferret
 
Posts: 1678
Joined: Tue Sep 16, 2014 3:18 pm

Re: I died early but I'm still proud of this run lol

Postby Geoffreylikespie » Mon Nov 11, 2019 9:44 am

I got lucky (again) and did even better!

THE GENERAL STORY OF THE RUN IF YOU'RE INTERESTED:
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I was blessed with a gold offering, and I used the it on Nokken (a new demon to me!!  :D ) immediately, who I felt I could not possibly convince to my side. And then in another sanctum I met Shoggoth! Luckily I have experience with Shoggoth and I had lots of unnecessary Demons so I was able to feed him until he joined. So this time I was lucky enough to have two over-leveled demons in conjunction with I think the best iteration of Lifegiver Gandayah I've ever had (which is saying a lot given how it's basically my staple). We ran into huge trouble in Anzu's Sanctum where I was hoping to grab Dragon Soul for the first brand I had, then almost died fighting Anzu regularly but still killed the deity. I picked up a second gold offering after that, and then (still in Anzu's Sanctum) we met a pack of Tuofei and Bmola and I was on the verge of death, like with my MaxHP hugely hit too. I reluctantly used the second gold offering (such a blessing) on a Tuofei and spent my pile of cash giving myself Triad Ward and Mist Shroud. By using a corner as cover and letting Nokken and Shoggoth take care of them while I gorged pure stones allowed me to come out alive. I went through all of Anomaly (except Our Sanctum11!1!!, which didn't have a portal to it), but I had to retreat from Ludoc cause his team was going to destroy me. Back in the Tower proper I almost died killing Charliss about five levels under (although Nokken and Shoggoth were significantly higher-leveled), using Flame Glyphs as a last resort while my entire team was in the red and just barely winning (Shoggoth killed him with a hit after two successive Flame Glyphs on very low health already). It was even scarier fighting Lioth, but we someone won that too! Nokken (and I) got rekt but there were plenty of Demons to fight in the potential recovery period. That period didn't really come though, as on the same floor a summoner corpse released demons that made very quick work of me while I was already at about half max HP. I got cocky after killing Charliss and Lioth and was obliterated, even though I had enough demons and credits that I probably could have convinced the Dipsas and Chindi to my side, but alas.



STRATEGIES:
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Overall, one of my best runs if not the best. I made a conscious effort to get an ice, fire, and electric ranged attack so I would have coverage which turned out really useful. Diversifying your human's abilities is some of the best advice I can give and I can't believe it took me this long to truly figure that out. Lifegiver Gandayah did excellently with three anti-effect auras and three healing options on top of Tireless and Vigorous. Chthonic Shoggoth is an absolute beast of a tank, serving as the only real melee fighter most of the time, and he didn't take noticeable damage until about halfway through the Lioth fight (that switch is when Gandayah got overwhelmed and we all started to lose health). I have no idea what my plan was for Nokken, but its trio of Matter moves were working beautifully. I combined that with Tireless and Vigorous so it could keep wrecking Demons from afar, then Low Profile because even then it still inevitably would move to melee with SP gone and I needed to shoot past it. Added a couple scary auras cause it's Cunning was high enough. I was hoping to eventually make it Charged just to get rid of the Electricity weakness, but that sadly didn't pan out. I also was thinking way ahead of making Druj Nasu a partial healer, and I have no what I was planning with Turdak. Overall, putting more effort into three Demons, diversifying the moves my Summoner has available, and having a Lifegiver Gandayah clicks very well with me, although I do admit the luck of multiple over-leveled Demons certainly got me this far.



Sorry for the wall of text lol. This will probably have to be my last run for a while as I'm already heading back to school, but my oh my am I excited to jump back in over December! Thank you for creating such an excellent game!

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Demon Party Dump File
Version 10/27/2019, Scoring Model: 10/27/2019
Dump file created at: 11/11/2019 01:06:57


Summoner Geoffrey...
was chosen by the Eye of the Dragon,
selected Fire as their starting element,
has earned a score of 13161,
is currently at Tower:11,
and is quite dead!



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

Name : Geoffrey
Level: 16
MaxHP: 91
MaxSP: 125

Strength: 10
Magic   : 45
Vitality: 25
Agility : 25
Cunning : 25

Resist: Fire
Weak  : Ice

Abilities Known:
1) Frost Arrow (Type: Ice, 20 SP. 85 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
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) Shock Dart (Type: Electricity, 15 SP. 70 Power attack. Has a 10% chance to inflict Shock, causing the target to miss their next turn.)
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Vigorous (Type: None, Passive. Increases base SP regeneration by 50%.)
6) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
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) Mist Shroud (Type: Ice, Passive. If your last action was an Ice ability, provides a 25% chance to block Fire, Ice, and Electricity attacks.)

Relic Upgrades:
Capacity Up III (Grants additional storage capacity for demon allies, allowing for a total of 6 at once.)
Enemy Sense (Shows the positions of roaming enemies on the map, even if you have not fully explored the level. Also warns you about summoner corpses whose Relics still contain active demons.)
Item Sense (Shows the positions of unattended items on the map. May also reveal additional items when searching corpses, or once a level is fully explored.)
Fusion Saver (Reduces the cost of Fuse Demons by 25%.)
Refine Brand (Unlocks the Refine Brand transmuation (available in the Brand menu), which raises the level of a Brand in your stock to match your own level. Does not change previously Applied copies of the Brand.)

Inventory:
2 Guardian gem
1 Curse rune
1 Mirror chime
1 Trouble chime
3 Chakra stone
2 Frost glyph
1 Venom rune
1 Calm card

Brands:
Po-Res (Lv.7)
  SP equal to MaxSP
  Magic: +15
Du-Po (Lv.9)
  Magic: +6
  Vitality: +6
In-So (Lv.11)
  Is a Non-Unique Demon
  Max SP: +28
Du-In-Ou (Lv.13)
  Base Cunning is 44 or more
  Max SP: +15
  Vitality: +10
Mi-Qu-Sur (Lv.15)
  Base Vitality is 24 or more
  Agility: +10
  Strength: +10
Wa (Lv.15)
  Remove Weak: Body

Current Credits: 2668

Codex Daemonium Completion
Shared Codex   : 115 / 156 (73% complete)



--==== Party Overview  ====--

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

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



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

Name : Lifegiver Gandayah
Level: 12
MaxHP: 81
MaxSP: 125

Strength: 17
Magic   : 37
Vitality: 41
Agility : 11
Cunning : 11

Resist: Electricity
Weak  : Fire

Soul Brand:
Du-Po (Lv.9)
  Magic: +6
  Vitality: +6

Abilities Known:
1) Tireless (Type: None, Passive. Increases MaxSP by 25.)
2) Preserve Life (Type: Healing, 15 SP. Must target a character whose HP is 50% or less of their maximum. 105 Power heal.)
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) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)
5) Relieving Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Matter status effects (except Harden) by 0.5 turns.)
6) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
7) Vigorous (Type: None, Passive. Increases base SP regeneration by 50%.)
8) 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.)


Name : Nokken
Level: 22
MaxHP: 89
MaxSP: 125

Strength: 28
Magic   : 35
Vitality: 25
Agility : 34
Cunning : 40

Resist: Mind
Weak  : Electricity Matter

Soul Brand:
Po-Sur (Lv.3)
  Base Vitality is 18 or more
  Magic: +7

Abilities Known:
1) Vise (Type: Matter, 20 SP. 55 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.) Cannot miss.)
2) Writhing Mass (Type: Matter, 30 SP. 55 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.) Cannot miss.)
3) Choke (Type: Body, 10 SP. Must target a Held character. 20-60 Power attack based on stacks of Held (20 per stack.) Delays target's next turn, adds 2 turns of Breath and Charge cooldowns. Cannot miss. Free action. Cooldown: Cantrip (3))
4) Tireless (Type: None, Passive. Increases MaxSP by 25.)
5) Vigorous (Type: None, Passive. Increases base SP regeneration by 50%.)
6) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
7) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
8) Fearsome Aura (Type: Mind, Reactive. Each standard turn, has a 15% chance to delay enemies' next turns.)


Name : Chthonic Shoggoth
Level: 21
MaxHP: 112
MaxSP: 100

Strength: 46
Magic   : 9
Vitality: 58
Agility : 19
Cunning : 24

Resist: Slash Impact Ice
Weak  : Fire Mind Matter

Soul Brand:
Mi-Rel (Lv.1)
  No base SP cost above 20
  Strength: +6

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) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
6) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
7) Relieving Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Matter status effects (except Harden) by 0.5 turns.)
8) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)


Name : Charged Ruhin
Level: 15
MaxHP: 59
MaxSP: 110

Strength: 5
Magic   : 29
Vitality: 24
Agility : 30
Cunning : 34

Immune: Body Matter
Resist: Electricity Mind

Soul Brand:
In-Du-We (Lv.5)
  Strength: -3
  Vitality: +5
  Max SP: +10

Abilities Known:
1) Focus (Type: Buff, 10 SP. Improves accuracy by 25%.)
2) Alert (Type: Buff, 10 SP. Improves evasion by 25%.)
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) Blessweaver (Type: Buff, Passive. Reduces the SP cost of Buff abilities by 5, to a minimum of 0.)
5) Volt Call (Type: Electricity, 20 SP. 40 Power attack. Has a 35% chance to inflict Shock, causing the target to miss their next turn. Cannot miss.)
6) Shocking Aura (Type: Electricity, Reactive. Each standard turn, has a 4% chance to Shock enemies, causing them to miss their next turn.)
7) ------------
8) ------------


Name : Turdak
Level: 16
MaxHP: 66
MaxSP: 100

Strength: 28
Magic   : 15
Vitality: 22
Agility : 33
Cunning : 27

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

Abilities Known:
1) Leap Attack (Type: Slash, 20 SP. Must target a character. Leap to the target with an 85 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (8))
2) Spin Slash (Type: Slash, 15 SP. 70 Power attack. Also considered a movement ability.)
3) Slash Dance (Type: Slash, 10 SP. 70 Power attack, enemies only. Also considered a movement ability. Cooldown: Breath (2))
4) Evade Step (Type: Defense, Passive. Gain a 25% chance to dodge attacks when your last action was movement or a movement ability.)
5) 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.)
6) Cleansing Dance (Type: Healing, 15 SP. Removes Poison, Infection, and Paralysis from allies. Also considered a movement ability. Cooldown: Breath (6))
7) ------------
8) ------------


Name : Druj nasu
Level: 19
MaxHP: 83
MaxSP: 100

Strength: 11
Magic   : 28
Vitality: 33
Agility : 11
Cunning : 71

Immune: Body
Resist: Dark
Weak  : Fire Light

Soul Brand:
Sh (Lv.19)
  Cunning: +14

Abilities Known:
1) Corrupt (Type: Body, 15 SP. 85% chance to inflict Infection, which prevents most HP and SP recovery.)
2) Sepsis Wave (Type: Body, 20 SP. Only affects Infected characters. Inflicts Poison, causing damage over time (can stack three times).)
3) 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))
4) Foul Aura (Type: Body, Reactive. Each standard turn, has an 8% chance to Infect enemies, which prevents most HP and SP recovery.)
5) Weaken (Type: Debuff, 15 SP. 85% chance to reduce offense by 20%.)
6) ------------
7) ------------
8) ------------



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

 Escape to cancel.
 Nevermind then.
 Using Flame Dart...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You throw a flame dart at the gandayah.
 You burn the gandayah.
 It's super effective!
 The gandayah is set on fire!
 Your ruhin gestures at you.
 You feel more evasive!
 The dipsas wakes up.
 The chindi misses your gandayah.
 The gandayah chants while pointing at the
 chindi. The gandayah looks more tired.
 The chindi looks refreshed.
 The gandayah hits your ruhin.
 Using Flame Dart...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You throw a flame dart at the gandayah.
 You burn the gandayah.
 It's super effective!
 Your shoggoth hits the gandayah.
 Your gandayah hits the chindi.
 It's super effective!
 Your ruhin shocks the chindi.
 It's super effective!
 The chindi is shocked!
 The dipsas bites you. You feel more tired.
 You are no longer infected.
 The shisa wakes up.
 The gandayah hits your ruhin.
 The shisa leaps at your ruhin.
 The shisa rends your ruhin.
 Your ruhin is stunned!
 You and one of your allies are in danger!
 Using Flame Dart...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You throw a flame dart at the gandayah.
 You burn the gandayah.
 It's super effective!
 Your shoggoth hits the gandayah.
 Your shoggoth kills the gandayah!!
 Your ruhin reaches Level 15!
 Your gandayah gestures at your ruhin.
 Your ruhin looks healthier.
 The chindi is no longer shocked.
 The chindi touches your gandayah.
 Your gandayah will be infected longer!
 Your gandayah looks weaker!
 The dipsas bites you. You feel more tired.
 The shisa shouts a focusing cry.
 The shisa looks more accurate!
 The chindi looks more accurate!
 The dipsas looks more accurate!
 Using Flame Dart...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 Nevermind then.
 Using Frost Arrow...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You throw a frost arrow at the dipsas.
 You miss the dipsas.
 Your ruhin is no longer stunned.
 Your ruhin shocks the chindi.
 It's super effective!
 The chindi is shocked!
 Your shoggoth hits the shisa.
 The dipsas bites you.
 Your relic struggles to keep you alive!
 You feel more tired.
 Your gandayah gestures at you.
 You feel better.
 The shisa slashes your ruhin.
 Using Frost Arrow...
 Aim within the possible target area using
 movement keys. Press Enter to execute,
 Escape to cancel.
 You throw a frost arrow at the dipsas.
 You miss the dipsas.
 Your ruhin gestures at itself.
 Your ruhin looks more evasive!
 The dipsas bites you.
 Your shoggoth hits the shisa.
 The chindi is no longer shocked.
 The chindi eliminates you.
 Your relic struggles to keep you alive!
 Your gandayah gestures at you.
 You feel better.
 Your gandayah is no longer infected.
 The dipsas bites you.
 You die...



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

Name : Headless
Level: 7
MaxHP: 68
MaxSP: 125

Strength: 25
Magic   : 6
Vitality: 33
Agility : 11
Cunning : 11

Resist: Ice Body
Weak  : Electricity Light

Soul Brand:
Mi-Rel (Lv.1)
  No base SP cost above 20
  Strength: +6

Abilities Known:
1) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
2) Daring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's offense by 25%.)
3) Swiftness (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 20%.)
4) Leadership (Type: Buff, Passive. Accelerates the next turn of a nearby ally when you use Slash, Impact, or Pierce abilities to deal damage to one or more characters.)
5) Rabblerouser (Type: Buff, Passive. Your abilities that increase the offense, defense, accuracy, evasion, or speed of allies also accelerate their next turn.)
6) 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))
7) Tireless (Type: None, Passive. Increases MaxSP by 25.)
8) 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.)


Name : Nero
Level: 7
MaxHP: 53
MaxSP: 100

Strength: 13
Magic   : 23
Vitality: 23
Agility : 12
Cunning : 9

Resist: Fire Ice
Weak  : Body Light Dark Matter

Soul Brand:
Ri-Em (Lv.7)
  7 or less abilities
  SP Costs: -16%

Abilities Known:
1) Affection (Type: Healing, 25 SP. 60-130 Power heal, based on your remaining HP (more HP = higher Power).)
2) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
3) Cleansing Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Body status effects by 0.5 turns.)
4) Relieving Aura (Type: Healing, Reactive. Each standard turn, reduce the duration of your and all visible allies' Matter status effects (except Harden) by 0.5 turns.)
5) Relief (Type: Healing, 15 SP. Removes Blind, Melting, Harden, Stone, and Held.)
6) Normalizing Rain (Type: Healing, 10 SP. Removes Ignite, Chill, and Shock. Free action. Cooldown: Cantrip (3))
7) ------------
8) ------------


Name : Python
Level: 11
MaxHP: 77
MaxSP: 100

Strength: 26
Magic   : 8
Vitality: 34
Agility : 12
Cunning : 20

Resist: Slash Impact Electricity Body
Weak  : Fire Ice Matter

Abilities Known:
1) Tackle (Type: Impact, 10 SP. 70 Power attack. Has a 50% chance to delay the next turn of the target.)
2) Earth Break (Type: Impact, 25 SP. 70 Power attack.)
3) 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.))
4) 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.))
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) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
7) ------------
8) ------------


Name : Chachapuma
Level: 13
MaxHP: 65
MaxSP: 100

Strength: 45
Magic   : 8
Vitality: 22
Agility : 18
Cunning : 17

Resist: Electricity
Weak  : Ice Mind

Abilities Known:
1) Bull Rush (Type: Impact, 10 SP. Must target a character. Charge to the target with a 70 Power attack. Inflicts Stun, causing the target to miss their next turn. Cooldown: Charge (6))
2) Stunning Blow (Type: Impact, 15 SP. 70 Power attack. Has a 35% chance to inflict Stun, causing the target to miss their next turn.)
3) Clobber (Type: Impact, 5 SP. 100 Power attack. Half normal accuracy.)
4) Fearsome Aura (Type: Mind, Reactive. Each standard turn, has a 15% chance to delay enemies' next turns.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Hob
Level: 15
MaxHP: 73
MaxSP: 100

Strength: 19
Magic   : 32
Vitality: 27
Agility : 16
Cunning : 26

Resist: Ice
Weak  : Fire Matter

Abilities Known:
1) Refresh (Type: Healing, 5 SP. Transfers up to 15 SP from the user to the target. Free action. Cooldown: Cantrip (1))
2) Soothe (Type: Healing, 20 SP. Must target a character whose HP is more than 50% of their maximum. 105 Power heal.)
3) Regenerate (Type: Healing, 25 SP. Bestows Regeneration, restoring health over time.)
4) 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.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Tuofei
Level: 13
MaxHP: 57
MaxSP: 100

Strength: 13
Magic   : 34
Vitality: 17
Agility : 33
Cunning : 13

Immune: Ice
Resist: Fire Electricity
Weak  : Body Mind

Soul Brand:
Sa-Al (Lv.13)
  No visible allies
  HP per Turn: +3.6% of MaxHP

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) Low Profile (Type: Defense, Passive. Always dodge projectiles fired by allies unless directly targeted.)
6) ------------
7) ------------
8) ------------


I'm here to kick [relic wraiths] and chew [the new matter build], and I'm all out of [relic wraiths].
Geoffreylikespie
 
Posts: 12
Joined: Fri Feb 23, 2018 5:21 am
Location: Somewhere in California

Re: I died early but I'm still proud of this run lol

Postby Ferret » Tue Nov 12, 2019 5:51 pm

Two Gold Offerings! :P Someone won the lottery. :)

Our Sanctum!11! doesn't always appear. It used to have a high chance when I first introduced it, but I reduced it to normal odds sometime later. If you get Python's Sanctum, you'll never get Our Sanctum in the same run.

Corpse demons claimed another summoner, it seems. :) I've had lots of good ideas over the years, but I think corpses were one of the better ones. :D I wanted something like "traps" in the game, but most roguelike traps are just frustrating random-feeling penalties. Corpses manage to have the same effect, but (I think) without the frustrating feeling, since you opt in to them and there's a chance of really good rewards for taking the chance. (It probably also helps that no result is entirely bad: even if you get the demon ambush, it's still a chance for XP and recruits. :D )

I wouldn't sell yourself short on this run: out of depth demons certainly helped, but it sounds like you're learning some useful strategies and tactics. :D Good luck when you return in December, and I'm glad you're enjoying Demon so much. :D
User avatar
Ferret
 
Posts: 1678
Joined: Tue Sep 16, 2014 3:18 pm


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