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| Color | Character | Effect | Description |
|---|---|---|---|
| Cyan | Boots | Freeze | Can't move. |
| Blue | Stiletto | Slow | Battle meter refills more slowly. |
| Green | Rho | Poison | Damage repeated every 5 seconds (3x). |
| White | Grumpos | Bane | No status effect. Heals ally. |
| Purple | Democratus | Winky | Battle meter refills erratically. And? |
| Yellow | PAL | Nuts | Attack randomly. |
| Red | Paco | Burn | Damage repeated every 5 seconds (3x). |
| Obsidian | Psy | Attack allies. |
All effects last 15 seconds. Casting on allies removes the effect.
Using a Cobalt Crawler in one of the power slots causes the spell to hit all targets.
I wrote the rest of this section the first time I played the game, about a year ago, and I've forgotten exactly what I meant by some bits.
| Name | Output | cost | CC |
|---|---|---|---|
| Freezo | 1 | ||
| FreezeZone | 4 | ||
| FreezeCubist | 64 | 8/15 | |
| FreezySlicer | 162 | 21/28 | 3x7, 2x7+1CC |
| FreezySlicer Harmonic | 234 | 30/37 | 4x7+1x2, 3x7+1x2+1CC |
| FreezySlicer Ultimate | 332 | 46/51 | 4x7+3x6, 4x7+1x6+1x3+1CC |
Best pre-Vigil setup (works with any of the 216-throughput cells from Democratus surface): Bivice, 3x7, 1x6, including White, 1 Cobalt, one L4 function beetle, one L3. Arrange the beetles so that the L4 function gets all four, and the L3 function gets one L7, the L6, and a Cobalt. The first will be a 216 output/216 cost spell that hits one target; the second will be a 160 output/216 cost spell that hits all targets.
Best Vigil cell setup: Move the same beetles onto the Triangula host, only with the function beetles in parallel. Feed the L3 function beetle a flower so that it overlaps with another of the L7 beetles. This will be a 448 output/504 cost spell that hits all targets.
| 3-parallel | 4x7, 1x6, 1x4 | 1CC, with one 7-function, one 6-function (omitting the CC) and one 5-function (omitting the CC and the L4) | 124/992/884 (89%) |
| 3-parallel | 4x7, 2x6, 1x5 | one 7-function, two 6-function (one omitting an L6, one the L5) | 124/992/992 |
Damage scales logarithmically with output, and seems to depend on nothing else. Here is a partial chart:
| 448: | 6484 |
| 352: | 6210 |
| 344: | 6187 |
| 328: | 6065 |
| 224: | 3874 |
| 176: | 3272 |
| 160: | 3074 |
| 112: | 2549 |
| 88: | 2287 |
| 80: | 2199 |
| 56: | 1898 |
| 44: | 1708 |
| 40: | 1645 |
| 20: | 1329 |
| 14: | 1234 |
| 8: | 1139 |
| 4: | 1076 |
| 2: | 614 |
| 1: | 382 |
| # of targets best for | efficiency | ||||
|---|---|---|---|---|---|
| all targets | 4x7, 2x6 | 1CC | 54/432/352 | 81% | |
| 4x7 | 1CC | 2-parallel | 70/560/504 | 90% | |
| 4x7 | 1CC | 3-parallel | 98/784/728 | 93% | |
| one target | 4x7 | 3-parallel | 84/672/672 |