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  1. --------------------------------= Demon =--------------------------------------
  2. Game Manual
  3.  
  4.  
  5. #highlight
  6. #label Introduction
  7. 1. Introduction
  8.  
  9. Demon is a game born from a rather odd pair of parents: roguelike dungeon
  10. crawlers such as Rogue, Tales of Maj'Eyal, and Dungeon Crawl Stone Soup; and
  11. monster collection games such as Pokemon and Shin Megami Tensei.
  12.  
  13. Players take up the mantle of a Summoner, a human who by finding one of many
  14. strange Relics has gained the ability to recruit and summon monsters as allies.
  15. The Relic eventually learns to mimic the specific powers of these companions
  16. and can also be used to pass powers from one monster to another. But with these
  17. gifts comes a curse: Relics invariably draw their bearers to a mysterious tower
  18. from which none ever seem to return...
  19.  
  20. Demon is currently in early Alpha (which means not all game systems are
  21. implemented yet, to say nothing of content!) The most up-to-date information
  22. and builds are always available at:
  23.  
  24. #highlight
  25. http://demon.ferretdev.org
  26. #highlight
  27. @FerretDemon on Twitter
  28.  
  29. The Geminimax tile set is currently in active development, and you may
  30. contact the creator and see more of his art at:
  31.  
  32. #highlight
  33. http://geminimax.deviantart.com/
  34.  
  35.  
  36.  
  37. #highlight
  38. #label CharacterCreation
  39. 2. Character Creation
  40.  
  41. To begin, you will have five choices to make: a relic, a primary element, a
  42. secondary element, a starting companion, and finally, a name.
  43.  
  44. If you simply wish to dive in and start playing immediately, or can't make
  45. up your mind about one or more choices, it is worth noting you can press
  46. Enter during these steps to accept a random selection for that choice instead.
  47. (In the case of name, it uses the name you last used, or Player if you have
  48. never entered a name of your own before.)
  49.  
  50.  
  51. #highlight
  52. Relics
  53.  
  54. The abilities of a summoner are not inborn, or gained by training. A human can
  55. only become a summoner with the aid of one of several relics. Your first and
  56. most important decision during character creation is choosing which relic your
  57. summoner will use.
  58.  
  59. The relic you choose influences:
  60. * What elements you may choose for your character's primary and secondary
  61. elements and what abilities and other bonuses they will confer if selected.
  62. * Your starting relic upgrades.
  63. * Your elemental immunities, resistances, and weaknesses.
  64. * Your starting stats.
  65. * Your character's in game appearance.
  66.  
  67. A brief synopsis of the playstyles encouraged by the seven relics you may choose
  68. from follows.
  69.  
  70. #highlight
  71. Crown of Glory
  72. The Crown offers abilities suited to fighting at the head of your forces and,
  73. depending on the elements you choose, inspiring and healing allies or
  74. demoralizing and afflicting enemies with negative effects. The Crown's starting
  75. upgrades, Quick Summon and Quick Dismiss, allow you to manage your allies
  76. without interrupting your own movements to do so.
  77.  
  78. #highlight
  79. Eye of the Dragon
  80. The Eye specializes in wading into groups of enemies and laying waste to them
  81. with powerful melee and breath attacks. The Eye's starting upgrades, Item Sense
  82. and S.E.P.I., help you find additional items and credits, providing a cache of
  83. resources you can rely on to push through tougher challenges and prepare for
  84. future ones.
  85.  
  86. #highlight
  87. Faithful Heart
  88. The Heart grants divine powers that can be used to damage and curse enemies, or
  89. heal and support allies. Its abilities share the trait of being able to be used
  90. directly on targets, at long range and without needing a clear line of fire,
  91. making it ideal for those wanting to support their allies from the rear. The
  92. Heart's starting upgrades, Nightingale and Revelation, improve the recovery
  93. rate for unsummoned allies and allow you to help them learn new and powerful
  94. abilities.
  95.  
  96. #highlight
  97. Hand of the Dead
  98. The Hand provides dominance in melee by unsettling means: the powers it grants
  99. are those of the undead. Paralysis, life stealing, debuffs, and other esoteric
  100. and frightening tactics provide unnatural survivability to its bearer. The
  101. Hand's starting upgrades, Consume and Recycle, are also in this vein: they
  102. allow the summoner to heal themselves and gain credits by sacrificing allies.
  103.  
  104. #highlight
  105. Orb of Power
  106. The Orb can be used to channel powerful magic, right from the start. Balls of
  107. fire, blasts of ice, bolts of lightning, powerful enchantments both boon and
  108. bane: any of these can be at your beck and call. The Orb's starting upgrades,
  109. Translator and Transpose Soul, both help provide continued access to the
  110. strongest magic the Tower and the demons within it have to offer.
  111.  
  112. #highlight
  113. Titan's Fist
  114. The Fist is not as unsubtle as you might think: true, its primary gifts to
  115. bearers are as simple as you'd expect: powerful melee attacks, and the
  116. strength to use them well. But the Fist also provides a selection of minor
  117. magics that happen to be quite useful in a brawl, making its wielders more
  118. dangerous than a mere brute would be. The Fist's starting upgrades, Fusion
  119. Saver and Soul Armor, help summoners gain further power for their demons, and
  120. for themselves.
  121.  
  122. #highlight
  123. Vodun Mask
  124. The Mask fills those who gaze upon it with dread, and for good reason: those
  125. who wear it have powerful hexes, curses, and jynxes of all sorts at their beck
  126. and call. The Mask's upgrades, Enemy Sense and Far Summon I, allow users of
  127. the Mask to see trouble coming, and to place their allies right where they need
  128. to be in order to best confront it.
  129.  
  130.  
  131. #highlight
  132. Starting Elements
  133.  
  134. Once you have chosen a relic, you will need to choose two elements which will
  135. be the source of your character's starting abilities. The first element chosen,
  136. known as the primary, will provide two abilities to your character. The second,
  137. or secondary, element provides one ability.
  138.  
  139. Each relic offers different choices of elements, and even when the same element
  140. is offered by multiple relics, it may offer different abilities. The following
  141. are brief descriptions of the sorts of abilities generally provided by each
  142. element.
  143.  
  144. Slash : Physical attacks focused on mobility and supporting allies.
  145. Impact : Physical attacks focused on disabling and debuffing enemies.
  146. Pierce : Physical attacks focused on providing various secondary effects
  147. such as life-draining and poison.
  148. Fire : Magical attacks that deal damage and Ignite targets, dealing damage
  149. over time for a few turns. Can also provide access to esoteric
  150. means of healing and refreshing yourself and allies.
  151. Ice : Magical attacks that deal damage and Chill targets, degrading their
  152. overall combat performance. Can also provide access to defensive
  153. boosts and effects that drain enemy Stamina.
  154. Elec : Magical attacks that deal damage and Shock targets, disabling them
  155. for a brief period of time. Can provide great power if you accept
  156. some risk, including methods of rapidly recovering your own Stamina.
  157. Body : Magical attacks that attack characters' bodies with poison, draining,
  158. disease, etc.
  159. Mind : Magical attacks that assault characters' minds, stunning them, putting
  160. them to sleep, sending them into panicked confusion, etc.
  161. Light : Magical attacks that have powerful and unique effects, but are often
  162. restricted by conditional usage or cooldowns. Certain Light and
  163. Dark abilities conflict with each other if used by the same character.
  164. Dark : Magical attacks that have powerful and unique effects, but are often
  165. restricted by conditional usage or cooldowns. Certain Light and
  166. Dark abilities conflict with each other if used by the same character.
  167. Heal : Abilities that restore the health and status of allies.
  168. Buff : Abilities that improve the combat performance of allies.
  169. Debuff : Abilities that degrade the combat performance of enemies.
  170. Defense : Abilities that prevent or mitigate damage and other forms of harm.
  171. Movement: Abilities that aid in faster than normal movement, including
  172. teleportation effects.
  173.  
  174.  
  175. #highlight
  176. Starting Companion
  177.  
  178. Your starting companion is a demon you will begin the game having already gained
  179. the service of. Keep in mind when choosing an ally that not only can it use its
  180. abilities itself, but that through your relic, you can copy those abilities to
  181. other allies, or even learn to use them yourself.
  182.  
  183. A brief description of each potential starting ally follows:
  184.  
  185. Echeneis: A fish with icy powers that attacks ships in groups to arrest their
  186. movement. Sturdy, and supports allies with both damage and the debuffing
  187. effects of Chilling attacks.
  188.  
  189. Faerie: A small, magically inclined creature. Supports friends with a couple of
  190. elementary support spells, including a healing charm. Also a bit hard for foes
  191. to land a hit on.
  192.  
  193. Freybug: A small demonic pug that makes a hobby of harassing drunk people. In
  194. combat, it inflicts a status condition that reduces the ability to evade
  195. attacks.
  196.  
  197. Gandayah: An earth spirit who blesses land used for growing crops. Can
  198. transfer SP to other characters so that they can use abilities more often,
  199. and also can cure Body-related negative status effects.
  200.  
  201. Goblin: A faerie punished for some crime by being stripped of its magic,
  202. flight, and beauty. Good at dodging attacks when outnumbered, and is also
  203. capable of ducking under allied projectiles, allowing these to be fired
  204. over it safely.
  205.  
  206. Huo Shu: A large rodent that glows with an inner fire. Small enough for allies
  207. to fire attacks over, and also capable of good give-and-take in melee combat.
  208.  
  209. Malingee: A partially petrified wretch that lashes out at anyone nearby with
  210. a stone knife. A strong attacker who is somewhat protected from Slash and
  211. Pierce attacks.
  212.  
  213. Raicho: A small bird that likes thunderstorms, and has the ability to generate
  214. electricity itself. Fast and capable of dealing damage quickly, but a bit
  215. fragile.
  216.  
  217. Red Cap: A rather nasty-tempered old gnome that likes to 'dye' its cap with
  218. the blood of its victims. Has sharp claws and also throws rocks to good effect.
  219.  
  220. Slime: Theorized to be the result of a terrible curse or accident befalling
  221. some other creature. A little slow, but incredibly sturdy. Possesses the
  222. ability to heal its own wounds and remove all negative status once per combat.
  223.  
  224. Will O' Wisp: A ghostly light that lures enemies into traps. Evasive and well
  225. protected from physical attacks, but can be quickly dispersed if it encounters
  226. enemy magic...
  227.  
  228. Zombie: A corpse given a sort of unlife by some unclean method. Slow moving,
  229. but very sturdy, and capable of Infecting enemies. Also has a disturbing, but
  230. restorative habit of eating fallen combatants...
  231.  
  232. It is worth noting that none of these choices restricts future development.
  233. The abilities you choose to learn and the allies you choose to recruit during
  234. the game are not restricted by your initial choices during character creation.
  235.  
  236.  
  237. #highlight
  238. Name
  239.  
  240. Finally, your new character needs a name. Names must be at least 3 and not more
  241. than 12 letters. Keep in mind when choosing a name that other players may be
  242. able to see the name you choose.
  243.  
  244.  
  245.  
  246. #highlight
  247. #label Stats
  248. 3. Stats
  249.  
  250. Every character in Demon has a collection of values called stats that provide
  251. information about its performance in combat.
  252.  
  253. The stats, and what they mean, are as follows:
  254.  
  255. #highlight
  256. Level
  257. * An overall expression of the character's power.
  258. * Increases HP, damage dealt, and resistance to negative status effects.
  259. * Increases as the character gains experience through combat.
  260. * Progress towards the next level is shown next to the Level display.
  261.  
  262. #highlight
  263. HP
  264. * The character's health, expressed as current / maximum.
  265. * Decreases when the character is damaged, recovers by healing magic or
  266. over time.
  267. * If it reaches 0, the character is dead (usually permanent!)
  268. * If the character in question is the main character, the game is over!
  269. * Increases with level. Different characters gain it at different rates.
  270. * You can automatically rest to heal by hitting r or w when out of combat.
  271.  
  272. #highlight
  273. SP
  274. * The character's stamina, expressed as current / maximum.
  275. * Required and used to activate most special abilities.
  276. * Recovers rapidly over time.
  277. * You can automatically rest to heal by hitting r or w when out of combat.
  278.  
  279. #highlight
  280. Speed
  281. * How often, relative to normal, a character gets to act.
  282.  
  283. #highlight
  284. Strength
  285. * Improves physical (Slash, Impact, Pierce) damage dealt, including
  286. basic attacks.
  287. * Improves defense against damage (at half of shown bonus).
  288.  
  289. #highlight
  290. Magic
  291. * Improves magical (Fire, Ice, Electricity, Body, Mind, Light, Dark) damage
  292. dealt.
  293. * Improves health restored by healing abilities.
  294.  
  295. #highlight
  296. Vitality
  297. * Improves maximum HP.
  298. * Improves ability to avoid negative status effects.
  299.  
  300. #highlight
  301. Agility
  302. * Improves ability to hit with and evade physical and magical attacks.
  303. * Reduces effects of off-center attenuated attacks (if bonus is positive).
  304.  
  305. #highlight
  306. Cunning
  307. * Improves ability to affect enemies with negative status effects.
  308.  
  309.  
  310. #highlight
  311. Stat Effectiveness
  312.  
  313. You can mouse over Strength, Magic, Vitality, Agility, and Cunning in a
  314. given character's character sheet to see how much of a bonus it is providing
  315. in the area it governs versus an opponent of the character's level.
  316.  
  317. Naturally, if the opponent is lower level, the bonus will be higher than
  318. listed. And of course, if the opponent is higher level, the bonus will be
  319. lower than listed.
  320.  
  321. This mouseover will also preview any changes being considered for that
  322. stat, such as from level up bonus points being spent or from stat adjustments
  323. brought about from a modifier being applied to a demon, showing both the
  324. current bonus and the post-change bonus.
  325.  
  326. A few notes on stat effectiveness:
  327.  
  328. * A bonus of 0% against an equal level opponent is reached when a stat's
  329. value equals Level+10. Each multiple of Level+10 achieved will increase
  330. the bonus by 25%.
  331. * Falling under Level+10 in a stat can result in a penalty of up to -25%.
  332. * Some stat effects use less than the listed bonus; this is indicated in
  333. documentation and tooltips when it is the case. For example, Strength's
  334. defense improvement only uses half your bonus.
  335. * Keep in mind for Vitality and Cunning that the bonuses they apply to
  336. resisting and landing negative effects multiplicatively, rather than
  337. additively. For example, if your Cunning is showing a +50% bonus, your
  338. chance to land a negative effect that normally has a 35% chance is 52.5%,
  339. not 85%. (Agility and hitting and missing with attacks also works in
  340. this way.)
  341. * Stats are a long-term investment. Early on, it will be easy to see
  342. significant changes with relatively few stat points. But as you advance,
  343. bonuses will more resistant to change. Plan ahead!
  344. * Demons follow set patterns as they level, causing their bonuses against
  345. equal level opponents to change very little or not at all as they advance.
  346.  
  347.  
  348.  
  349. #highlight
  350. #label Exploration
  351. 4. Exploration
  352.  
  353. #highlight
  354. Movement
  355.  
  356. You can move your character using the arrow keys, numeric keypad (try both
  357. Numlock on and off), or (if you enable the proper option) an alternative
  358. set of keys: "hjklyubn". If you hold Control while using these, all of
  359. your currently summoned allies will be forced to use their next turns
  360. also moving that direction.
  361.  
  362. You can also press 'o' to auto-explore the dungeon: this will automaticaly
  363. stop for interesting things, such as monsters or items. Notably, it will
  364. wait until a level is fully explored before investigating potentially
  365. dangerous objects, such as corpses.
  366.  
  367. The tower is filled with stairs and portals that serve as means to move
  368. between levels and entirely different places. When standing on a stair or
  369. portal, you can press '<' or '>' to travel up, down, or through it. You can
  370. also use 'Shift-P' to bring up a quick travel list of any portals you know of
  371. on the current level: selecting one will automatically attempt to take you
  372. back to it (though your automated travel will be interrupted if you run into
  373. enemies.)
  374.  
  375.  
  376. #highlight
  377. Inspecting Your Surroundings
  378.  
  379. You can mouse over items, portals, and characters you encounter in the tower
  380. to access a tooltip with some basic information about the object in question.
  381.  
  382. Right-clicking a character will bring up a detailed character sheet that can
  383. tell you anything you might want to know: use the left and right arrow keys
  384. to switch between the multiple pages of information provided.
  385.  
  386.  
  387. #highlight
  388. Resting
  389.  
  390. You can press 'r' or 'w' after combat to automatically rest until your entire
  391. party (including party members not currently 'active') are fully healed. Rest
  392. will automatically halt if enemies come into view or some other threatening
  393. situation arises (such as a poisoned character reaching low health.)
  394.  
  395.  
  396.  
  397. #highlight
  398. #label PartyManagement
  399. 5. Party Management
  400.  
  401. As a summoner, management of your party of monstrous allies is paramount to
  402. your success. No matter how great your personal power grows, the forces of the
  403. tower are too numerous to overcome alone.
  404.  
  405.  
  406. #highlight
  407. Summoning and Dismissing
  408.  
  409. One of the most important things in combat is making sure you have a full
  410. party of allies active and ready to fight. You can use 's' to summon up to
  411. three of your allies: if you don't have three to summon, remedying this should
  412. be a top priority! There is no cost or penalty to having party members active,
  413. so you should always travel with a full active party of three for maximum
  414. safety.
  415.  
  416. Allies who get in trouble or badly out of position should be dismissed back
  417. to inactive status using 'd'. Remember: death is permanent for your allies
  418. too!
  419.  
  420.  
  421. #highlight
  422. Recruiting Allies
  423.  
  424. Recruiting new allies is critical to your success: a summoner accompanied by
  425. only his starting ally will soon find the dangers of the tower overwhelming!
  426.  
  427. Use the 'a' key to activate a link with an enemy of your choice, but note the
  428. following rules:
  429.  
  430. * The target cannot be a human.
  431. * You may not have an ally of the same name in your party already.
  432. * The target cannot have the Distrust status effect (caused by failed links.)
  433. * Any pre-conditions specific to the character must be met. These will be
  434. spelled out if you attempt to select a demon as a target for a link.
  435.  
  436. Once a link begins, you will need to fulfill the conditions displayed at the
  437. upper-right corner of the screen in order to successfully recruit the new ally
  438. Be aware that there are a wide variety of conditions potential allies may have
  439. for successful links and may include pitfalls such as time limits, forbidden
  440. actions, and additional penalties for failure.
  441.  
  442. Note that there is a limit to how many allies you may have at one time. If you
  443. recruit a new one and already are at this limit, you will be forced to delete
  444. one (but you will get one last chance to spend any use Copy Ability to copy
  445. their abilities to yourself or other allies.)
  446.  
  447.  
  448.  
  449. #highlight
  450. #label CombatAndAbilities
  451. 6. Combat and Abilities
  452.  
  453. #highlight
  454. Attacks and Abilities
  455.  
  456. In terms of direct action, you can perform basic attacks by simply 'moving'
  457. into an enemy character using the movement controls, but this tends to be
  458. rather underwhelming in terms of results.
  459.  
  460. Abilities provide much better options during combat, and most can be used by
  461. pressing the corresponding number (1-8) on the main keyboard and then
  462. selecting a target using the movement keys, followed by Enter to confirm
  463. the target and execute the ability.
  464.  
  465. All abilities have a single elemental type (Slash, Fire, Buff, etc.) which is
  466. listed in their tooltip. When other effects refer to the element of ability,
  467. this is the element they mean, even if the ability in question deals damage
  468. or applies other effects that are of different elements. For example, the
  469. Fiery Claw ability is a Slash ability that deals Slash and Fire damage:
  470. it can be Blocked with the Block Slash ability, since it is a Slash element
  471. ability, but Flame Ward has no effect since it is not a Fire element ability,
  472. despite dealing Fire damage.
  473.  
  474. Most abilities have Stamina costs (represented in their mouseover toolips
  475. as "20 SP", for example): you must have the listed amount of Stamina
  476. available to use the ability.
  477.  
  478. Abilities may have special conditions that must be met for their use: these
  479. will be spelled out in the tooltip for an ability. These conditions usually
  480. relate to the state of the caster (example: caster at half health or less),
  481. the state of the target (example: the target has the Infection status effect),
  482. or the environment over all (example: four or more enemies in fight.)
  483.  
  484. Some abilities are passive (and always in effect), or reactive (and thus
  485. automatically take effect under certain conditions): these do not need to
  486. be directly used, nor can they be. Passive and Reactive abilities have
  487. circular icons, rather than the square icons of active abilities that may
  488. be used at will.
  489.  
  490. Finally, ability descriptions use a number of terms that are worth giving
  491. brief definitions of:
  492.  
  493. #highlight
  494. Attenuated
  495. This attack cannot miss or be Parried, but damage and chance to inflict
  496. status effects drops off the further away from the center of the blast the
  497. target in question is. Off-center targets with high Agility will take still
  498. less damage and have even lower chances to be affected by status effects.
  499. Note that the user's Agility is irrelevant for aiming or dealing damage
  500. with an Attenuated attack (though Cunning still applies for inflicting
  501. any status effects.)
  502.  
  503. #highlight
  504. Block
  505. A supplemental defense that provides a chance to cancel an attack that would
  506. otherwise have hit. Block bonuses are usually element-specific. Block can
  507. trigger against attenuated attacks, but the chance will be reduced the closer
  508. to the center of the blast you are.
  509.  
  510. #highlight
  511. Bonus MaxHP
  512. Some rare abilities have the ability to temporarily increase your MaxHP, often
  513. by draining it from enemies. Bonus MaxHP is limited to 33% of your base MaxHP,
  514. and will be slowly shed as you take damage. Bonus MaxHP can also cancel out
  515. MaxHP damage, should you have any accumulated.
  516.  
  517. #highlight
  518. Cannot Miss
  519. This attack cannot miss, be Blocked, be Dodged, or be Parried.
  520.  
  521. #highlight
  522. Chance
  523. When an ability refers to a chance of something happening, it is giving the
  524. base chance, before modifiers from stat bonuses and other sources. For
  525. example, the user's Cunning bonus and the target's Vitality bonus modify the
  526. chance of an ability inflicting a negative status effect.
  527.  
  528. #highlight
  529. Delay
  530. Some abilities refer to a chance, or even multiple chances, to delay the next
  531. turn of their target(s). These work mostly as you'd expect, but it is worth
  532. noting consecutive turn delays have diminishing returns until the target
  533. actually gets to take a turn.
  534.  
  535. #highlight
  536. Dodge
  537. A supplemental defense that provides a chance to cancel an attack that would
  538. otherwise have hit. Dodge can trigger against attenuated attacks, but the
  539. chance will be reduced the closer to the center of the blast you are.
  540.  
  541. #highlight
  542. Free Action
  543. This ability does not take any time to execute: it will still be your turn
  544. after using it.
  545.  
  546. #highlight
  547. Last Action
  548. Some abilities reference the last action of the user and/or target(s), usually
  549. as a condition for their use. Your last action is the non-reactive ability
  550. you used last. Note that any status effect that completely prevents you from
  551. taking actions (Shock, Stun, Sleep) will clear out your last action as well
  552. when applied.
  553.  
  554. #highlight
  555. MaxHP Damage
  556. Some particularly unpleasant attacks deal damage to the target's MaxHP. Lost
  557. MaxHP is recovered automatically by earning experience points, but you can
  558. speed the process along by using Pure Stones or Pure Gems, or by using
  559. abilities that drain MaxHP from targets.
  560.  
  561. #highlight
  562. Movement Ability / Not a Movement Ability
  563. Some abilities indicate they count as a 'movement ability'. This allows them
  564. to benefit from any bonuses (or penalties!) movement abilities may receive,
  565. even though the ability does not actually cause movement. Conversely, if
  566. an ability says it is 'not a movement ability', it does not benefit from
  567. such adjustments despite the fact it does actually cause movement.
  568.  
  569. #highlight
  570. Parry
  571. A supplemental defense that provides a chance to cancel an attack that would
  572. otherwise have hit. Parry bonuses tend to be large, but are only available
  573. in limited circumstances. Unlike Block and Dodge, Parry cannot trigger
  574. against attenuated attacks.
  575.  
  576. #highlight
  577. Power
  578. A relative, linear measurement of the damage an attack deals. For example,
  579. a 40 Power attack does half the damage of a 80 Power attack. Also used as a
  580. equivalent measurement of healing: a 60 Power attack deals the same amount
  581. of damage a 60 Power healing ability heals.
  582.  
  583.  
  584. #highlight
  585. Cooldowns
  586.  
  587. Some abilities have cooldowns: periods of time after using an ability when
  588. you cannot use that ability or any other ability with the same cooldown type
  589. again. An ability on cooldown has a number displayed on top of its icon
  590. representing the number of turns that will need to elapse before the ability
  591. is available again. This number is usually white: if it is yellow or red,
  592. the cooldown is of a special type that will not automatically cooldown just
  593. from turns passing. Yellow denotes a cooldown where a special condition must
  594. be met for cooling down to begin: red denotes a cooldown that does not
  595. decrement over time, and must be recharged by some other means.
  596.  
  597. The following is a brief rundown of the types of cooldowns, and their
  598. additional requirements for decrementing, if any.
  599.  
  600. Bravado: A cooldown specifically for the Bravado ability.
  601.  
  602. Breath: Usually associated with powerful close-range area effect
  603. abilities.
  604.  
  605. Cantrip: Usually associated with abilities that do not require spending
  606. a turn to use.
  607.  
  608. Charge: Usually associated with quick movement abilities.
  609.  
  610. Cold: Usually associated with Ice abilities. Will decrement by 1 when
  611. you use an Ice ability.
  612.  
  613. Dark: Usually associated with Dark element abilities. When a Dark
  614. cooldown begins, a Light cooldown of equal duration is also added.
  615.  
  616. Endure: Usually associated with surviving great hardship. Decrements over
  617. time, but only when the user is at full HP and SP.
  618.  
  619. Factor: A cooldown specifically for the Healing Factor ability.
  620.  
  621. Heat: Usually associated with Fire abilities. Will decrement by 1 when
  622. you use a Fire ability.
  623.  
  624. Light: Usually associated with Light element abilities. When a Light
  625. cooldown begins, a Dark cooldown of equal duration is also added.
  626.  
  627. Luck: Associated with a variety of abilities. When a Luck cooldown begins,
  628. the actual cooldown amount is somewhat randomized.
  629.  
  630. Lure: Specific to the Enemy Lure upgrade. Lure cooldowns decrement only
  631. when you enter a dungeon level you have never visited before.
  632.  
  633. Presence: Usually associated with powerful support effects.
  634.  
  635. Restore: A cooldown specifically for the Restore ability.
  636.  
  637. Soul: Associated with incredibly powerful abilities that draw upon the
  638. energy of an entity's innermost being. Decrements as the character gains
  639. experience: 10% of a level reduces the counter by 1. Abilities that use
  640. this cooldown type cannot be deleted while they are on cooldown.
  641.  
  642.  
  643. #highlight
  644. Items
  645.  
  646. The items that are scattered throughout the tower can be used by pressing
  647. the 'i' key. Many of them have significant effects that can turn the tide of
  648. combat in your favor. Experiment and find out the best uses for each kind!
  649.  
  650.  
  651.  
  652. #highlight
  653. #label Advancement
  654. 7. Advancement
  655.  
  656. There are many ways in which your party gains the power needed to handle the
  657. greater threats the higher floors of the tower will throw their way:
  658.  
  659.  
  660. #highlight
  661. Experience and Levels
  662.  
  663. The simplest of the advancement mechanics: any time you and your party defeat
  664. or recruit an enemy, the entire party gains experience.
  665.  
  666. When a character gains enough experience, their Level will increase, resulting
  667. in increased HP and 5 points to spend on stats. Your allies will allocate their
  668. points automatically based on their nature, you may distribute the points your
  669. summoner earns for yourself however you wish.
  670.  
  671. Right-click a character to access their character sheet and see both their
  672. current level, and progress towards the next level, expressed as
  673. "Level: 2 (40%)".
  674.  
  675.  
  676. #highlight
  677. Credits and Transmutations
  678.  
  679. As you explore the Tower, you will come across caches of crystals that your
  680. Relic can absorb to provide you with Credits.
  681.  
  682. The transmutations menu, accessed from its button on the main hotkey bar or
  683. by pressing 't', allows you to perform several functions related to
  684. advancement. The more useful of these will require varying amount of Credits.
  685.  
  686. Note that this is not a complete list of available transmutations:
  687. additional transmutations may be available based on the upgrades your relic
  688. has.
  689.  
  690. Level Up: Only visible on the menu when bonus points are available. Allows
  691. you to spend the bonus points gained by reaching new experience levels to
  692. increase your Strength, Magic, Vitality, Agility, or Cunning. Bonus points
  693. remain available until spent.
  694.  
  695. Upgrade Relic: Only visible on the menu when a new upgrade is available.
  696. Allows you to gain a new relic upgrade of your choice. You will receive your
  697. first new upgrade at 5th level, with further upgrades becoming available
  698. every tenth level thereafter. Earned upgrades remain available until claimed.
  699.  
  700. Copy Ability: Allows you to copy an ability from any of your demon allies to
  701. another demon ally or (at greater expense) to yourself.
  702.  
  703. Delete Ability: Deletes an ability from yourself or one of your demon allies.
  704. This does not cost any Credits.
  705.  
  706. Fuse Demons: Allows you to sacrifice a demon to provide its Modifier to
  707. another unmodified demon. Modifiers may adjust stats, improve resistances,
  708. and bestow new abilities. Though quite expensive, fusing demons provides
  709. not only a more powerful ally, it also gives you access to new abilities that
  710. may then be shared around using Copy Ability.
  711.  
  712. Restore Demon: If a valued ally has been deleted or sacrificed, you may use
  713. this to return them to your side, at considerable expense. Only the eight
  714. most recently lost demons can be restored.
  715.  
  716. Delete Demon: Deletes one of your demon allies, forever. This does not cost
  717. any Credits.
  718.  
  719. Codex Daemonium: An automatic record of all demons you have recruited. By
  720. default, it shows all demons any character you've played has recruited.
  721. You can change this behavior in the options menu (accessed in game with the
  722. '-' key), causing it to either be limited to demons recruited by your
  723. current character, or to simply show every demon in the game whether you've
  724. recruited them or not.
  725.  
  726.  
  727. #highlight
  728. Relic Upgrades
  729.  
  730. Relics can receive upgrades that can alter existing Relic abilities, or
  731. unlock entirely new ones. Each Relic begins with two upgrades already
  732. unlocked: players receive the ability to gain additional upgrades of their
  733. choice as they gain levels.
  734.  
  735.  
  736.  
  737. #highlight
  738. #label StartingTips
  739. 8. Starting Tips
  740.  
  741. * You can have up to three allies summoned at once: your first goal in any
  742. game should be to recruit enough demons to field a full party!
  743.  
  744. * You can learn a character's elemental immunities, resistances, and
  745. weaknesses by mousing over it, and an ability's elemental affinity by
  746. mousing over it in turn. Assaulting an enemy's resistances while they
  747. assail your weaknesses will lead to a quick death.
  748.  
  749. * Proper use of the transmutation functions your relic makes available to
  750. you is key to your long-term success. Copy Ability and Fuse Demons in
  751. particular are very important. You can press 't' during the game to access
  752. these, and other transmutations your relic can provide in exchange for
  753. Credits.
  754.  
  755. * Remember your items if you get in trouble. Though consumed when used, well
  756. spent items can turn defeat into victory.
  757.  
  758. * The tower is full of surprises beyond the normal inhabitants. If you see
  759. an enemy that looks new or different, right-click it for more details about
  760. what you are facing.
  761.  
  762. * Be wary of Heroes and Summoners. Heroes are humans who travel alone, but
  763. possess great power... some of which will be yours, should you defeat them.
  764. A Summoner, like you, possesses well-trained monsters who serve him or her.
  765. However, if a Summoner dies, perhaps his or her monsters will be open to
  766. serving a new master...
  767.  
  768. * Some demons are "unique": they spawn only once per game. Plan carefully when
  769. trying to recruit one of these, you won't get a second chance that
  770. playthrough!
  771.  
  772.  
  773.  
  774. #highlight
  775. #label StatusReference
  776. 9. Status Reference
  777.  
  778. Many status effects are associated with a specific element. Weakness,
  779. resistance, or immunity to that element will affect the chance of that status
  780. effect landing on a target.
  781.  
  782. #highlight
  783. Body Status Effects
  784. Infect : Target receives less HP and SP from recovery effects and from
  785. natural regeneration. (Some effects ignore this, usually
  786. those that drain HP or SP from enemies.)
  787. Poison : Target is losing HP over time. Damage per turn is equal to 4% of
  788. the target's MaxHP. This can be fatal!
  789. Poison+ : Target is losing HP over time. Damage per turn is equal to 8% of
  790. the target's MaxHP. This can be fatal!
  791. Poison++ : Target is losing HP over time. Damage per turn is equal to 12% of
  792. the target's MaxHP. This can be fatal!
  793. Paralyze : The target sometimes skips its turns, and has trouble evading
  794. attacks.
  795.  
  796. #highlight
  797. Mind Status Effects
  798. Sleep : The target cannot take actions or defend itself. Ends immediately
  799. if target is damaged.
  800. Panic : The target is acting unpredictably.
  801. Charm : The target has been turned against its allies.
  802. Stun : The target loses its next turn, and cannot defend itself.
  803.  
  804. #highlight
  805. Light Status Effects
  806. Guilt : The target's attackers are healed when they do damage to it.
  807. Reactive abilities do not trigger Guilt.
  808. Mute : The target cannot use magic-based abilities.
  809.  
  810. #highlight
  811. Dark Status Effects
  812. Pariah : Damaging the target will also damage all of its allies it can see.
  813. Reactive abilities do not trigger Pariah.
  814. Hex : The target's physical attacks do much less damage, and their
  815. Slash, Impact, and Pierce resistance levels are reduced unless
  816. they are already Weak or Immune to the type in question.
  817.  
  818. #highlight
  819. Fire Status Effects
  820. Ignite : Target is losing HP over time. Damage per turn is equal to 4% of
  821. the target's MaxHP. This can be fatal!
  822.  
  823. #highlight
  824. Electricity Status Effects
  825. Shock : The target loses its next turn, and cannot defend itself.
  826.  
  827. #highlight
  828. Ice Status Effects
  829. Chill : The target's Accuracy, Evasion, and movement speed have all been
  830. mildly reduced.
  831.  
  832. #highlight
  833. Non-elemental Status Effects
  834. OFFDown : The target's physical and magical attacks do less damage.
  835. Cancelled out by OFFUp.
  836. OFFUp : The target's physical and magical attacks do more damage.
  837. Cancelled out by OFFDown.
  838. DEFDown : The target receives more damage. Cancelled out by DEFUp.
  839. DEFUp : The target receives less damage. Cancelled out by DEFDown.
  840. ACCDown : The target's physical and magical attacks miss more often.
  841. Cancelled out by ACCUp.
  842. ACCUp : The target's physical and magical attacks hit more often.
  843. Cancelled out by ACCDown.
  844. EVDDown : The target is easier to hit with physical and magical attacks.
  845. Cancelled out by EVDUp.
  846. EVDUp : The target is harder to hit with physical and magical attacks.
  847. Cancelled out by EVDDown.
  848. SPDDown : The target is taking turns less frequently. Cancelled out by SPDUp.
  849. SPDUp : The target is taking turns more often. Cancelled out by SPDDown.
  850. Mended : The target cannot be affected by Mending again.
  851. Agony : The target cannot be affected by Agony again.
  852. Heroism : The target's power, defense, and status resistance are drastically
  853. increased. Also halves SP costs and cooldown durations.
  854. Distrust : You failed to link with this target: it will not allow a second try.
  855.  
  856.  
  857.  
  858. #highlight
  859. #label ControlReference
  860. 0. Control Reference
  861.  
  862. #highlight
  863. Main Game
  864. F1, ? = Access in-game help
  865. Arrow Keys, Numpad = Move / Swap With Ally / Basic Attack
  866. Interact with wall object
  867. y k u = Move / Swap With Ally / Basic Attack
  868. h l Interact with wall object
  869. b j n ("vi keys", requires vi keys option enabled)
  870. Left-Click visible cell = Non-combat: Travel to that cell.
  871. = Combat: Move / Swap With Ally / Basic Attack
  872. Ctrl + Any Move/Swap/Attack = Move / Swap With Ally / Basic Attack, and all
  873. allies attempt to follow on their next turn
  874. Shift + Vi Keys or Arrows = Move / Swap With Ally / Basic Attack, and all
  875. allies attempt to follow on their next turn
  876. . or 5 on Numpad w/ Lock On = Pass turn
  877. Left-Click main character = Non-combat: Rest until fully healed (includes
  878. summoned allies), or Wait
  879. Combat: Pass turn
  880. Ctrl + Any Pass turn = Pass turn and all allies attempt to move towards
  881. you on their next turn
  882. 1-8 on Main Keyboard = Use ability in indicated slot
  883. Left-Click ability = Use ability
  884. = = Swap two non-empty ability hotkeys
  885. a = Link with an enemy
  886. s = Summon an ally (3 allies active is the limit)
  887. t = Open transmutations menu to use Copy Ability,
  888. Fuse Demons, Restore Demon, etc.
  889. d = Dismiss / Unsummon an ally
  890. Shift + d = Delete an allied demon permanently
  891. v = View all allies
  892. Shift + v = View your party's elemental affinity report
  893. r , w = Rest until fully healed (includes unsummoned
  894. allies), or Wait
  895. i = Use a carried item
  896. c = Issue a kill command to your allies
  897. g = Interact with ground object
  898. p , < , > = Use stairs/portal
  899. Tab , m = View current level auto map
  900. o = Auto-explore
  901. Shift + p = Travel to known point of interest
  902. Shift + s = Save the game
  903. Shift + q = Save and exit
  904. F11 = Toggle fullscreen mode (during main game only)
  905. x , Right-Click character = Examine a character's detailed character
  906. sheet
  907. Mouse Over = Get basic tooltip information for abilities,
  908. items, and characters
  909. F10 = Save out a text file containing a 'dump' of your
  910. current party.
  911. Ctrl + q = Suicide current character
  912. - = Open options menu
  913. ~ = Display version, score, and cycle
  914. \ = View top high scores
  915. | = View online stats for your relic wraiths
  916.  
  917. #highlight
  918. Ability Targeting
  919. Arrow Keys, Numpad, Mouse = Move Cursor
  920. Left-Click, Enter = Use ability on current target
  921. Left-Click active ability = Use ability on current target
  922. Escape = Cancel ability use
  923.  
  924. #highlight
  925. Menus
  926. Enter = Choose a random menu selection
  927. (Character creation only)
  928. Left-Click = Choose menu selection
  929. a-z, Shift + a-z = Choose menu selection
  930. Right-click (off window) = Go back one menu / close menu
  931. Escape = Go back one menu / close menu
  932. Mouse Over = Get basic tooltip information
  933. Right-Click = Examine a character's detailed character
  934. sheet (character lists only)
  935. View what abilities a modifier can give
  936. as bonuses (character modifier lists only)
  937. Up Arrow, Down Arrow = Scroll up/down by element
  938. Mouse Wheel = Scroll up/down by element
  939. Page Up, Page Down = Scroll up/down by page
  940. Left Arrow, Right Arrow = Change page (Character Sheet)
  941.  
  942. #highlight
  943. Dialogue
  944. a-e = Response selection
  945. Left-click = Response selection
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