Cthulhu Saves The World
- XBOX Live Indie game. Great fun.
- Endgame level taken at 43
- Damages taken against typical enemies-that-matter defense... 20% reduction from attack values displayed. This only really matters for parasitic healing (which is slightly worse) and for ITD attacks (which are slightly better).
- Stats:
HP: Lose these, and the world is saved from the ravages of insanity and death.
MP: Used to perform techs and spells
Str: More physical damage.
Mag: More magic damage.
Agility: Speed stat. Traditional turn-based RPG.
Vitality: Physical defense stat. 3.2 points of this = 1 point of damage reduction*
Will: Magic defense stat. 3.1 points of this = 1 point of damage reduction*
*(Note: Reduction can only take an attack's damage down to 1/3rd the power/dmg to 0 def)
- Status effects:
Poison: Poison simply repeats the damage of the attack that inflicted it at the end of every round (including the one it was inflicted on). Worth noting that nothing immunes this.
Seal: Prevents the use of techs/spells
Blind: Reduces accuracy to 25%
- Every character has Techs and Spells. Techs are physical attack-based skills, while Spells are obviously magical in nature.
- INSANITY: You can't talk about Cthulhu and not about this. Insanity is a special effect in CSTW that can be inflicted upon everything and anything up to and including the final boss/bonus boss, always with perfect accuracy. Insanity is a simple status: The damage you take is x1.5, while the damage you deal is x1.2. There are a few additonal effects/bonuses listed for characters who have them. Oh and this makes your sprite look totally crazy (every sprite has an insane sprite and a sane sprite)
- Character Builds: Every time you level up in CSTW you are given a choice between two level-up options. Most of these are fairly easy, with some being rather difficult. I tended to favor Agility more than otherwise normal due to everyone wanting to beat the average as it were, and I tended to go with stat boosts over HP/MP boosts every time. Beyond that most PCs have fairly straightforward physical/magical bents, and I picked as appropriate.
- Boost stacking: Boosts of the same kind stack additively. Boosts of different kinds stack by multiplying. For example Two Dark Boosts +50%, A 1.5x Magic Boost, and Insanity. Dark Boosts stack additively (50%+50%= 100% = 2x), then it's 2x1.5x1.5 = 4.5.
- "Resistances -50%" means elemental resistances are multiplied by .5 ... so 50% resistance becomes 25%, and immunity would become 50% reduction.
- I'm including the stats Cthulhu gets from the bonus boss because that boss is easy to take down at endgame and his locale is *VERY* conspicous.
- Averages up top:
HP: 543
MP: 339
Str: 745 (directly proportional to damage)
Mag: 553 (directly proportional to damage/healing)
Agility: 435 (stdev 138.85)
Vitality: 574.69
Will: 544.06
Damage: 3449 (2.5x kill point 8624)
Cthulhu: Cosmic Monstrosity turned hero
HP: 594 (109%)
MP: 340
Str: 860
Mag: 770
Agi: 580 (+1.02 Stdev) [+.7 with Cursed Sword]
Vit: 830 (158% mod)
Will: 580 (108% mod)
Physical Durability: 173% (117% with Cursed Sword)
Magical Durability: 118% (112% with Cursed Sword)
Equipment:
Cthulhu's Sword: Str+250, Mag+150, Agi+50, Vit+200, Will+50, (damage to insane x2 instead of 1.5)
[Cursed Sword: Str+240, All enemies start out insane)
Cthulhu's Tunic: Str+50, Mag+50, Agi+50, Vit+200, Will+150
Passives:
Dark Boost: Dark Damage +50%
Insane Strength: +10% Strength for every insane enemy (So the practical Insanity mult is 2.2x)
Insane Death: Low chance of Insane enemies randomly dying
Attack: 1320 over 2 hits.
Techs:
Insane Strike (5 MP): 1846 over two hits, Inflicts Insanity.
Deathblow (10 MP): 1155. Combo Boost/Break.
Flame Strike (5 MP): 1321 fire damage.
Tentacles (16 MP): 3715.2 damage over 3 hits, Unfocuses vs. multiple foes.
Drain Strike (5 MP): 1321 damage. Heals half that as HP to Cthulu
Pierce (6 MP): 2063 ITD damage.
Dark Strike (10 MP): 4644 dark damage.
Berserk (14 MP): 2642 damage over 4 hits.
Magic:
Curse (8 MP): Inflicts Insanity. Resistances -50%
Unstoppable (3 MP): 50% healing. Combo break.
Dark Blast (10 MP): 595 dark magic damage, inflicts Insanity.
Notes:
(Dark Strike to insane enemy: 10217)
(With Cursed Sword: 7574)
Comments: Cthulhu isn't the Godlike he should be, but he isn't a bad Heavy. Fast, durable, can pull full-parasitic-healing for a LONG time, and can put out some good damage turn 1 with the Cursed Sword, or Insane Slash -> Dark Strike for some serious "Ow". Not exactly Cosmic Horror level but this is HERO Cthulhu, so he sucks more than the true Eldritch Abomination whose pure wrongness drives meager mortals insane.
Umi: Cthulhu Groupie
HP: 391 (72%)
MP: 342
Str: 725
Mag: 565
Agility: 500 (+0.46 stdev) [+1.02 with Warp Trident]
Vitality: 425 (82% mod)
Will: 535 (101% mod)
Physical Durability: 59% (80% with Cute Pose)
Magical Durability: 72% (126% with Cute Pose)
Equipment:
Chaos Trident: Str+180, Mag+180 (damge to insane x2 instead of 1.5)
[Warp Trident: Str+80, Mag+80, Agi+80]
Heroine Dress: Str+70, Mag+70, Agi+70, Vit+140, Will+140 (Healing+50%)
Passives:
Insane Agi: +10% agility for each insane enemy (10% in a duel, obviously)
Elec Boost +50%: Electric skills do 50% more damage
Prey On The Weak: Deal 50% more damage to enemies under any status (Poison/Seal/Blind)
Attack: 1114 damage over 2 hits. Unfocuses vs. multiple enemies.
Techs:
Siren's Call (4 MP): Inflict Insanity. Stun enemy 100% (ignore immunity and resistance). OPB
Blind Strike (5 MP): 2506 damage. Inflicts Blind 80% (Blind reduces accuracy to 25%)
Slow Strike (5 MP): 1670 damage. Reduces enemy Agility to 50%
Sting Strike (5 MP): 1160 Poizn/Phys damage. Inflicts Poison 100%. Poison repeats the damage eternally at the end of every round.
Seal Strike (5 MP): 2506 damage. Inflicts Seal 80% (Seal stops techs/magic)
Stun Strike (5 MP): 1392 damage. Inflicts Stun 60%
Elec Strike (5 MP): 3758 thunder damage.
Starfish! (15 MP): 1392 ITD damage, GT
Spells:
Heal (3): 362 healing
Flood (10): 165 water magic damage, MT
Escape (25): 100% Escape!
Full Heal (8): Full healing, removes status and revives.
Heal All (15): 227 healing, MT
Cute Pose (15): +50% to Str/Mag/Agi/Vit/Will. Very nice.
Comments: While Umi's HP/Vit combo isn't exactly enviable (to say the least), once she gets a turn she has several ways of giving herself the advantage. Cute Pose boosts her damage, durability, and speed quite amazingly. She has full healing, speed, accurate debilitating status, and the ability to at any time inflict Insanity as basically a free-action. Her various means of damage buffing stack by multiplication, so that can get completely nutty. With better stats Umi could have been a full-fledged Godlike, but with the crippling durability weakness she is just a medicore Heavy.
Sharpe: The Sword
HP: 590 (109%)
MP: 189
Str: 890
Mag: 260
Agi: 540 (+0.74 Stdev)
Vit: 610 (110% mod)
Will: 320 (81% mod)
Physical Durability: 120% (178% defending)
Magical Durability: 88% (113% defending)
Equipment:
Pure Blade: Str+300, Agi+50, Vit+50
[Chaos Blade: +150 Str, +150 Mag, +2 Hits to physical]
Master Hilt: Vit+250, Will+100, Str+50
[Glass Hilt: Ag+80, Vit+180]
Passives:
Wind+50%
Attack: 683 damage.
Techs:
Multi-Strike (10 MP): 2458 damage over 4 hits.
Deathblow (15 MP): 1878 damage. Combo Boost/Break
Ice Strike (5 MP): 1366 Ice damage.
Wind Strike (5 MP): 4614 Wind damage
Sword Dance (20 MP): 3415 damage over 5 hits, unfocues vs. multiple foes.
Pierce (6 MP): 2135 ITD damage.
Holy Strike (10 MP): 3415 Holy damage.
Spells:
Tempest (5 MP): 100 MT wind damage.
Brave Wind (5 MP): Agility +50%, +1 Hit to basic attack
Stalwart Heart (4 MP): Recover 50% HP. Places Sharpe in Defend until end of round.
Combo Master (10): Increments the Combo Count by 4 that turn and every turn thereafter.
Comments: Other Legendary swords aren't badass enough to be their own PC. Sharpe is. His damage, durability, and speed are all decent, and Stalwart Guard couples *nicely* with Brave Wind and Combo Master. He can buff to awesome speed and accomplish a kind of slow-but-sure fullheal. He can also set up Combo Master beforehand and let it count up under Stalwart Heart until Deathblow's damage has reached sufficiently painful levels. Makes a cool Middle/Heavy.
October: The goth Necromancer chick
HP: 448 (82%)
MP: 512
Str: 290
Mag: 920
Agi: 250 (-1.3 stdev)
Vit: 270 ( 70% mod)
Will: 590 (110% mod)
Physical durability: 57%
Magical durability: 90%
Equipment:
Vampire Whip: Str+70, Vit+70, Will+140 (Dark Boost +50%)
[Giant Whip: Str+90, Vit+90, Will +180 (Basic attack is MT)]
Black Tome: Mag +300, Will +150 (Dark Boost +50%)
Passives:
Elec Boost +50%: Thunder-typed skills do 50% more damage.
Attack: 222 damage.
Techs: None
Spells:
Fireball (9 MP): 368 fire damage, MT
Dark Blast (15 MP): 4122 Dark damage. Inflicts insanity.
Quake (18 MP): 883 Earth damage, MT. Combo Boost/Break
Freeze (8 MP): 1104 Ice damage, Combo Boost/Break
Lightning (9 MP): 2649 lightning damage over three hits, unfocused vs. multiple foes.
Deadly Kiss (5 MP): 470 Poison damage. Repeats at the end of the round and every round thereafter.
Curse (6 MP): Inflict Insanity. -50% resistances.
Tornado (5 MP): 588 Wind magic damage, GT
Focus (2 MP): Doubles damage of next spell.
Dark Whip (10 MP): Str+100%, Makes basic attack dark elemental.
Rain of Fire (15 MP): 644 ITD fire damage to all at the end of the turn. Repeats every turn.
Death (25 MP): Perfect Instant Death to one barring immunity.
Comments: October isn't good on account of being slow and very frail. But she is saved from the scrap heap by one thing: 100% instant Death. Her MO is to take a single hit and lay down the Instant Death. This makes her good enough for Middle, I suppose. Her damage is good, but what are the chances she'll get to use that? (answer: never)
Paws: The cat ALIEN
HP: 534 (98%)
MP: 368
Str: 835
Mag: 375
Agi: 625 (+1.34 stdev)
Vit: 532 (94% mod)
Will: 517 (98% mod)
Physical durabilty: 93% (69% after Unstable Form)
Magical durability: 96%
Equipment:
Anti-Mat Claw: Str +200, Mag +50, Agi +50, Vit +50, Will +50 (Basic Attack Hits +1 and ITD)
[Blaster Claw: Str +110, Agi+110]
Force Field: Defenses +50% (already factored into his defensive stats)
Passives:
Insane Paral: Chance of insane enemies being Stunned at the beginning of a round and skipping their turn.
Attack: 2403 ITD damage over 3 hits.
Techs:
Meow (6 MP): Reverses Sanity and Insanity. Sane foes turn insane and insane turn sane, MT.
Quick Draw (3 MP): 1121 damage with initiative.
Tentacles (8 MP): 2115 damage over three hits. Unfocuses vs. multiple enemies.
Backstab (12 MP): 2563 physical damage to one. Does 50% more to the very slow, and 150% more to those with ~0 turn-based speed.
Nuke (30 MP): 3757 ITD damage, MT. 3 turn delay (Counting turn it is cast on) at end of turn.
Spells:
Heal (3 MP): 190 healing to one.
Freeze (5 MP): 180 Ice damage, Combo Boost/Break.
Snowstorm (8 MP): 175 Ice damage, MT.
Regen All (15 MP): 55 end-of-round Regen, MT.
Paralyze (6 MP): 80% Stun (not useful in a duel)
Unstable Form (10 MP): Magic +100%, Vit -50%
[alternate Unstable Form (10 MP): Strength +100%, Will -50%] (Not sure which one he wants...)
Comments: Paws is a Middle, but I'm not entirely sure what kind of fighter he should be. As is he is a blitzer who tries to kill things before they can kill him, and has a nasty surprise for the very slow. Insanity/Nuke gives him an option for healers, and if his regen + healing beats a foe's damage he could stall for healing that way, or use Unstable Form to boost the healing. Nuke/Paralyze works pretty well as a combo.
Dacre: The crazy old man. (Is actually Santa)
HP: 474 (87%)
MP: 472
Str: 425
Mag: 820
Agi: 335 (-0.7 stdev) (+1.66 after Speed Hymn)
Vit: 445 (84% mod)
Will: 755 (149% mod)
Physical durability: 74% (79% with Cultist Robe) [102% w/ Shield Hymn]
Magical durability: 130% (126% with Cultist Robe) [152% w/ Shield Hymn]
Equipment:
Holy Staff: Str+110, Mag+300, Will+100 (Light Boost +50%)
[Insanity Staff: Str+200, Mag+250, Inflict Insanity with basic attack)]
Elder Robe: Mag +25, Vit+100, Will+210
[Cultist Robe: Vit+150, Will+200]
Passives:
Add Cure: Basic heal spell cures status ailments.
+Drain: Heals HP equal to damage done with basic physical.
Attack: 652 damage over 2 hits. Heals the same amount to Dacre.
Techs: None
Spells:
Heal (3 MP): 371 healing, removes status
Heal All (15 MP): 218 healing, MT
Regen All (15 MP): 109 end-of-turn Regen, MT
Blind (7 MP): 60% Blind, GT
Seal (7 MP): 60% Seal, GT
Full Heal (8 MP): Fully restores HP, removes status, revives.
Shield Hymn (5 MP): +50% VIt/Will, single target
Speed Hymn (5 MP): +100% Agi, single target.
Strength Hymn (5 MP): +50% Strength, single target.
Magic Hymn (5 MP): +50% Magic, single target.
Holy (15 MP): 2362 Holy damage.
Optimum Damages:
Holy (15 MP): 2362 Holy damage (3543 after Magic Hymn)
Comments: ANOTHER haste-healer. This time an old man with a little more HP. Dacre has the usual buffing/healing game going on, but he also has full parasitic healing off his physical. He'll typically give up the first turn due to being slow, then pull out a Speed Hymn to try and lap the foe and go to work. The status isn't super-accurate but it's there. He makes a rather good Middle, although he wishes he had more damage and speed. The Insanity Staff inflicting insanity doesn't do anything for his magic damage as he sacrifices the +50% Holy damage to get it.
Ember: The Demon Dragon
HP: 730 (131%)
MP: 166
Str: 1060
Mag: 420
Agi: 330 (-0.74 stdev)
Vit: 740 (131% mod)
Will: 370 (81% mod)
Physical durability: 170%
Magical durability: 105%
Equipment: None
Passives: None
Techs:
Smash (10 MP): 2544 physical damage.
Flame Breath (15 MP): 560 fire damage, MT
Aerial Assault (20 MP): 1589 physical damage, GT.
Spells: None
Comments: Ember is pretty straightforward: Smash things as best he can and take what damage he has to. The damage leaves something to be desired. The straightforwardness of Ember but lack of damage leaves me to believe he belongs in Light. He has a boss form that probably 2HKOs with boss HP/immunities/no resource limits. I'm sure he'd prefer that.
DEM:
HP: 610 (112%)
MP: 280
STR: 825
MAG: 450
Agility: 320 (-0.81 stdevs)
Vitality: 715 (125% mod)
Will: 635 (118% mod)
Physical Durability: 141%
Magical Durability: 133%
Passives:
+1 Hit
Attack: 1190 damage.
Techs:
Multi Strike (10 MP): 2141 damage
Attack Stance (5 MP): Attack +75%, Vitality - 25%
Deathblow (15 MP): 1607 damage. Combo Boost/Break (+10% per hit)
Sword Dance (20 MP): 2978 damage over 5 hits.
Holy Strike (10 MP): 2978 holy physical damage.
Spells:
Teamwork (10 MP): All stats +25%
Comments: He's very generic, with a lack of solid damage but good durabilities and such. Totally prefers his boss form.