Daemonist
A high-risk transformation archetype that wants to be hurt. The Daemonist borrows the fight skills of the five king daemons of the Oblivion, fighting as a hybrid attacker.
The first time it drops below 50% HP, the killing blow is denied and it transforms — permanently — into one chosen demon form. That awakens the daemon's signature skill and unlocks a battle-long mechanic together with the Malfeasance ultimate. Its attacks split across damage types (Blade and Grip deal physical; Gaze, Flame, and Hex deal magical), and it takes 15% less magic damage.
The transformation is one-way and once-per-battle. Choosing which king daemon to become is the defining decision of a Daemonist match.
Role
- Archetype: High-risk transformation / hybrid attacker
- Strengths: Death-save transform, battle-long form mechanics, magic resistance
- Weaknesses: Rewards taking damage — dangerous to pilot
Base Stats
| Stat | Value |
|---|---|
| Health | 90 |
| Movement Points | 4 |
| Action Points | 3 |
| Attack | 20 |
| Defense | 8 |
| Magic Power | 20 |
| Magical Resistance | 12 |
| Vision Range | 5 |
| Attack Range | 1 |
Skills
See the Daemonist skills page for the same list in the Skills section.
| Skill | Slot | AP | Cooldown | Range | Target | Description |
|---|---|---|---|---|---|---|
| Blade of Astaroth | Fight | 1 | 1 | 1–3 | Single Enemy | Enemy: 0.44× ATK physical; heal 25% of damage dealt. Astaroth form: 0.66× ATK, heal 50%; PERPETUAL DRAIN: his other fight skills heal 20% of their damage (40% under Malfeasance). |
| Flame of Moloch | Fight | 1 | 2 | 1–3 | Single Enemy | Enemy: 0.75× MAG magic + BURNED 3 turns (+10% damage taken). Moloch form: 1.13× MAG, BURNED on every adjacent unit too; PROPAGATION: at his turn end each BURNED unit in his vision range burns one neighbour. |
| Gaze of Belzebal | Fight | 1 | 2 | 1–4 | Single Enemy | Enemy: 0.6× MAG magic; 1.0× when farther than the target's vision range. Removes his DARKEN. Belzebal form: + AGGRESSIVE 1 turn; PERPETUAL SHADOW: DARKEN at his turn end if no enemy is within its vision range of him. |
| Grip of Leviathan | Fight | 1 | 3 | 1–4 | Single Enemy | Enemy: 0.5× ATK physical + IMMOBILIZED 1 turn. Leviathan form: IMMOBILIZED 2 turns, pull 2 hexes toward him, and ABYSS: no reactions or ultimate while rooted, nor defensive skills under his Malfeasance. |
| Hex of Mephistopheles | Fight | 1 | 3 | 1–3 | Single Enemy | Enemy: 0.6× MAG magic + DAEMON_CURSE 3 turns: at its turn end it takes debuffs on it × 0.1× his MAG. Mephistopheles form: 0.15× (0.25× under Malfeasance), and a new debuff re-triggers the tick once a round. |
| Malfeasance | Ultimate | 2 | — | Self | Self | Demon form only. For 2 of his turns the enhanced skill's cooldown stays at 0, PERPETUAL DRAIN heals 40%, PROPAGATION runs twice and the Mephistopheles curse is 0.25× MAG. |
| Pandelorium | Reaction | 0 | — | Self | — | When hit by a basic attack, once per round. No form: a random fight skill on cooldown loses 1 turn of cooldown. Demon form: the enhanced skill loses 2. |
| Demonic Pact | Innate | 0 | — | Self | — | Fight skills are the five king daemons'. Once per battle, a hit that would take him below 50% HP leaves him at 50%; he picks a permanent demon form: its skill is ready and enhanced, its perpetual mechanic and Malfeasance unlock. |
| Demonology | Passive | 0 | — | Self | — | Take 15% less magic damage. |