![]() ![]() Just finished up the storyline and it was very enjoyable. If your creatures have Cast a total of 12 or more spells in the current battle, your creatures are immune to debuffs. If this creature has Defended at least one time this battle, it resurrects allies with 50% Health each time it Defends after that.Īt the start of battle, afflict each enemy with 2 random debuffs. If this amount exceeds their Maximum Health, their Maximum Health increases by an amount equal to the difference. When your creatures are resurrected, they are resurrected with 100% additional Health. Trait Slot: Woe: After this creature dies, enemies take damage equal to 50% of its Maximum Health. This trait does not stack.Īt the start of each creature's turn, this creature recovers 10% of its missing Health. This creature takes 50% of the damage in place of your other creatures from attacks and spells. This trait does not stack.Īfter an enemy dies, this creature Casts Corpse Explosion a number of times equal to the amount of debuffs the enemy had before it died. Your creatures Cast Death spells as if they have 100% more Intelligence. Trait Slot: Menacing Dragon Fangs: After an enemy Dodges an attack, this creature deals damage to all enemies equal to 35% of this creature's Intelligence. This creature starts battles with 100% more Intelligence and Defense, but loses 25% Intelligence and Defense at the end of its turn.Īfter your other creatures manually Cast a spell, this creature Casts Magic Missile on a random enemy. Trait Slot: Supersonic: At the start of battle, enemies are afflicted with Silenced for 1 turn. Really fast enemies: hopefully with better artifacts this will be less of a problemĪfter your creatures Cast a spell, they have a 7% chance to gain a random buff for each spell that has been Cast by all creatures in the current battle. Rampant stat decreases: there is a dragon trait that decreases all enemy int whenever a spell is cast.pretty brutal when all your spells cast 3-5 times Inner destruction: a 20% chance that happens 50% of the time.and then doesn't stop happening (because multicast) ![]() Rotmonger mops up anything that gets resurrected with a steel storm Shadowcaster/Leper casts an obscene amount of corpse explosions with final excretionĦ. Rotmonger/Cultist then autocasts a buttload of magic missiles and kills something to trigger step 5ĥ. boots creature then manual casts an int buff on the Forsaken Rotmonger/Spider Cultist to initiate the chain reactionĤ. my boots equipped creature will auto cast another debuff at turn startģ. we apply 4 debuffs to all enemies at the start of combatĢ. ![]() So, ideally what will eventually happen is:ġ. I still don't have the max tier blacksmith or gemsmith yet and the blacksmith resource has been the biggest bottleneck for me so far. I'd like to replace the aquamarine carbuncle with something more defensive, I just haven't found anything that looks worthwhile yet. I'm currently working on an Evoker 1 cast KO build. So, it might be nice to have a pinned thread for this kind of thing. ![]()
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