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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. The most up-to-date information and builds are always available at:
  21.  
  22. #highlight
  23. http://demon.ferretdev.org
  24.  
  25. The Geminimax tile set is currently in active development, and you may
  26. contact the creator and see more of his art at:
  27.  
  28. #highlight
  29. http://geminimax.deviantart.com
  30.  
  31. The Ontoclasm icon set is currently in active development. You may contact
  32. the creator Samuel Wilson (Ontoclasm) and see more of his art at:
  33.  
  34. #highlight
  35. https://ontoclasm.itch.io/
  36.  
  37.  
  38. #highlight
  39. #label CharacterCreation
  40. 2. Character Creation
  41.  
  42. To begin, you will have three choices to make: a relic, a primary element, a
  43. and finally, a name.
  44.  
  45. If you simply wish to dive in and start playing immediately, or can't make
  46. up your mind about one or more choices, it is worth noting you can press
  47. Enter during these steps to accept a random selection for that choice instead.
  48. (In the case of name, it uses the name you last used, or Player if you have
  49. never entered a name of your own before.)
  50.  
  51.  
  52. #highlight
  53. Relics
  54.  
  55. The abilities of a summoner are not inborn, or gained by training. A human can
  56. only become a summoner with the aid of one of several relics. Your first and
  57. most important decision during character creation is choosing which relic your
  58. summoner will use.
  59.  
  60. The relic you choose influences:
  61. * Your starting relic upgrades.
  62. * Your character's in game appearance.
  63.  
  64. A brief synopsis of the eight relics and their starting upgrades follows.
  65.  
  66. #highlight
  67. Crown of Glory
  68. Begins with Capacity Up IV and Copy Saver. Capacity Up IV allows you to have
  69. a total of 7 demon allies, more than most other Relics can at the start. You
  70. can still only summon 3 at a time, but the deeper bench can provide
  71. flexibility and the ability to survive longer, drawn out battles. Copy Saver
  72. reduces the cost of Copy Ability, which is useful with so many allies.
  73.  
  74. #highlight
  75. Eye of the Dragon
  76. Begins with Capacity Up III, Enemy Sense, and Item Sense. Capacity Up III
  77. permits a total of 6 demon allies, which is a bit more than normal. Enemy
  78. Sense and Item Sense reveal the locations of every enemy and item on a dungeon
  79. floor the moment you set foot on it, and also help you find hidden enemies
  80. and items after fully exploring a floor.
  81.  
  82. #highlight
  83. Faithful Heart
  84. Begins with Capacity Up II, Revive Demon, and Nightingale. Capacity Up II
  85. allows you to have 5 demon allies at once. Nightingale speeds up recovery
  86. for unsummoned allies, and Revive Demon allows you to restore life to dead
  87. demons.
  88.  
  89. #highlight
  90. Hand of the Dead
  91. Begins with Capacity Up II, Lifeguard, and Consume Demon. Capacity Up II
  92. grants the capacity for 5 demon allies. Lifeguard greatly reduces the MaxHP
  93. your allies temporarily lose to near death experiences, while Consume Demon
  94. lets you temporarily drain MaxHP from allies to heal yourself.
  95.  
  96. #highlight
  97. Horns of the Hunt
  98. Begins with Capacity Up IV and Far Summon II. Capacity Up IV you to have 7
  99. demon allies, more than most Relics allow. You can still only summon 3 at a
  100. time, but the deeper bench can provide flexibility and the ability to survive
  101. longer, drawn out battles. Far Summon II allows you to deploy summoned allies
  102. at a considerable distance from yourself, creating interesting tactical
  103. possibilities.
  104.  
  105. #highlight
  106. Orb of Power
  107. Begins with Capacity Up II, Transpose Soul, and Translator. Capacity Up II
  108. lets you have 5 demon allies at once. Transpose Soul allows you to sacrifice
  109. demons to learn rare, hard to find abilities, while Translator reduces the
  110. Credits you pay to learn from demons the normal way via Copy Ability.
  111.  
  112. #highlight
  113. Titan's Fist
  114. Begins with Aux Guard II and Aux Power II. Lacking a Capacity Up upgrade,
  115. Fist Summoners begin only able to have 3 demons in their stable. However,
  116. this limitation fits well with Aux Guard II and Aux Power II, which provide
  117. defensive and offensive support based on how few demons you currently have
  118. summoned.
  119.  
  120. #highlight
  121. Vodun Mask
  122. Begins with Capacity Up III, Enemy Lure, and Call Demon. Capacity Up III
  123. expands your demon ally limit to 6, a touch more than most get. Enemy Lure
  124. and Call Demon are both methods of calling forth additional demons: Enemy
  125. Lure produces random groups, Call Demon lets you call for specific beings.
  126. The demons these powers call can be fought for experience, recruited, or
  127. perhaps put to other uses by the clever...
  128.  
  129.  
  130. #highlight
  131. Starting Element
  132.  
  133. Once you have chosen a relic, you will need to choose the element which will
  134. be the source of your character's starting ability.
  135.  
  136. The starting element you choose influences:
  137. * Your starting ability.
  138. * Your elemental resistance.
  139. * Your elemental weakness.
  140.  
  141. The following are brief descriptions of the sorts of abilities generally
  142. provided by each 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. Matter : Magical attack that affect characters' physical structures: melting
  162. them with acid, disintegrating them, turning them to stone, etc.
  163. Light : Magical attacks that have powerful and unique effects, but are often
  164. restricted by conditional usage or cooldowns. Certain Light and
  165. Dark abilities conflict with each other if used by the same character.
  166. Dark : Magical attacks that have powerful and unique effects, but are often
  167. restricted by conditional usage or cooldowns. Certain Light and
  168. Dark abilities conflict with each other if used by the same character.
  169. Heal : Abilities that restore the health and status of allies.
  170. Buff : Abilities that improve the combat performance of allies.
  171. Debuff : Abilities that degrade the combat performance of enemies.
  172. Defense : Abilities that prevent or mitigate damage and other forms of harm.
  173. Movement: Abilities that aid in faster than normal movement, including
  174. teleportation effects.
  175.  
  176.  
  177. #highlight
  178. Name
  179.  
  180. Your new character also needs a name. Names must be at least 3 and not more
  181. than 12 letters. Keep in mind when choosing a name that other players may be
  182. able to see the name you choose.
  183.  
  184.  
  185.  
  186. #highlight
  187. #label Stats
  188. 3. Stats
  189.  
  190. Every character in Demon has a collection of values called stats that provide
  191. information about its performance in combat.
  192.  
  193. The stats, and what they mean, are as follows:
  194.  
  195. #highlight
  196. Level
  197. * An overall expression of the character's power.
  198. * Increases HP and improves overall combat performance.
  199. * Increases as the character gains experience through combat.
  200. * Progress towards the next level is shown next to the Level display.
  201.  
  202. #highlight
  203. HP
  204. * The character's health, expressed as current / maximum.
  205. * Decreases when the character is damaged, recovers by healing magic or
  206. over time.
  207. * If it reaches 0, the character is dead (usually permanent!)
  208. * If the character in question is the main character, the game is over!
  209. * Increases with level. Different characters gain it at different rates.
  210. * You can automatically rest to heal by hitting r or w when out of combat.
  211.  
  212. #highlight
  213. SP
  214. * The character's stamina, expressed as current / maximum.
  215. * Required and used to activate most special abilities.
  216. * Recovers rapidly over time.
  217. * You can automatically rest to heal by hitting r or w when out of combat.
  218.  
  219. #highlight
  220. Speed
  221. * How often, relative to normal, a character gets to act.
  222.  
  223. #highlight
  224. Strength
  225. * Increases the Power of physical (Slash, Impact, Pierce) attacks,
  226. including basic attacks.
  227. * Increases defense against damage (at half of shown bonus).
  228.  
  229. #highlight
  230. Magic
  231. * Increases the Power of magical (Fire, Ice, Electricity, Body, Mind,
  232. Matter, Light, Dark) attacks and healing.
  233.  
  234. #highlight
  235. Vitality
  236. * Increases maximum HP.
  237. * Increases chance to avoid negative status effects.
  238.  
  239. #highlight
  240. Agility
  241. * Increases chance to hit with and evade physical and magical attacks.
  242. * Reduces effects of off-center attenuated attacks (if bonus is positive).
  243.  
  244. #highlight
  245. Cunning
  246. * Increases chance to affect enemies with negative status effects.
  247.  
  248.  
  249. #highlight
  250. Stat Effectiveness
  251.  
  252. You can mouse over Strength, Magic, Vitality, Agility, and Cunning in a
  253. given character's character sheet to see how much of a bonus it is providing
  254. in the area it governs versus an opponent of the character's level.
  255.  
  256. Naturally, if the opponent is lower level, the bonus will be higher than
  257. listed. And of course, if the opponent is higher level, the bonus will be
  258. lower than listed.
  259.  
  260. This mouseover will also preview any changes being considered for that
  261. stat, such as from level up bonus points being spent or from stat adjustments
  262. brought about from a modifier being applied to a demon, showing both the
  263. current bonus and the post-change bonus.
  264.  
  265. A few notes on stat effectiveness:
  266.  
  267. * A bonus of 0% against an equal level opponent is reached when a stat's
  268. value equals Level+9. Each multiple of Level+9 achieved will increase
  269. the bonus by 25%.
  270. * Falling under Level+9 in a stat can result in a penalty of up to -25%.
  271. * Some stat effects use less than the listed bonus; this is indicated in
  272. documentation and tooltips when it is the case. For example, Strength's
  273. defense adjustment only uses half your bonus (or penalty.)
  274. * Keep in mind for Vitality and Cunning that the bonuses they apply to
  275. resisting and landing negative effects multiplicatively, rather than
  276. additively. For example, if your Cunning is showing a +50% bonus, your
  277. chance to land a negative effect that normally has a 35% chance is 52.5%,
  278. not 85%. (Agility and hitting and missing with attacks also works in
  279. this way.)
  280. * Stats are a long-term investment. Early on, it will be easy to see
  281. significant changes with relatively few stat points. But as you advance,
  282. bonuses will more resistant to change. Plan ahead!
  283. * Demons follow set patterns as they level, causing their bonuses against
  284. equal level opponents to change very little or not at all as they advance.
  285.  
  286.  
  287.  
  288. #highlight
  289. #label Exploration
  290. 4. Exploration
  291.  
  292. #highlight
  293. Movement
  294.  
  295. You can move your character using the arrow keys, numeric keypad (try both
  296. Numlock on and off), or (if you enable the proper option) an alternative
  297. set of keys: "hjklyubn". If you hold Control while using these, all of
  298. your currently summoned allies will be forced to use their next turns
  299. also moving that direction.
  300.  
  301. You can also press 'o' to auto-explore the dungeon: this will automaticaly
  302. stop for interesting things, such as monsters or items. Notably, it will
  303. wait until a level is fully explored before investigating potentially
  304. dangerous objects, such as corpses.
  305.  
  306. The tower is filled with stairs and portals that serve as means to move
  307. between levels and entirely different places. When standing on a stair or
  308. portal, you can press '<' or '>' to travel up, down, or through it. You can
  309. also use 'Shift-P' to bring up a quick travel list of any portals you know of
  310. on the current level: selecting one will automatically attempt to take you
  311. back to it (though your automated travel will be interrupted if you run into
  312. enemies.)
  313.  
  314.  
  315. #highlight
  316. Inspecting Your Surroundings
  317.  
  318. You can mouse over items, portals, and characters you encounter in the tower
  319. to access a tooltip with some basic information about the object in question.
  320.  
  321. Right-clicking a character will bring up a detailed character sheet that can
  322. tell you anything you might want to know: use the left and right arrow keys
  323. to switch between the multiple pages of information provided.
  324.  
  325.  
  326. #highlight
  327. Resting
  328.  
  329. You can press 'r' or 'w' after combat to automatically rest until your entire
  330. party (including party members not currently 'active') are fully healed. Rest
  331. will automatically halt if enemies come into view or some other threatening
  332. situation arises (such as a poisoned character reaching low health.)
  333.  
  334.  
  335.  
  336. #highlight
  337. #label PartyManagement
  338. 5. Party Management
  339.  
  340. As a summoner, management of your party of monstrous allies is paramount to
  341. your success. No matter how great your personal power grows, the forces of the
  342. tower are too numerous to overcome alone.
  343.  
  344.  
  345. #highlight
  346. Summoning and Dismissing
  347.  
  348. One of the most important things in combat is making sure you have a full
  349. party of allies active and ready to fight. You can use 's' to summon up to
  350. three of your allies: if you don't have three to summon, remedying this should
  351. be a top priority! There is no cost or penalty to having party members active,
  352. so you should almost always travel with a full active party of three for
  353. maximum safety.
  354.  
  355. Allies who get in trouble or badly out of position should be dismissed back
  356. to inactive status using 'd'. Remember: death is permanent for your allies
  357. too!
  358.  
  359.  
  360. #highlight
  361. Recruiting Allies
  362.  
  363. Recruiting new allies is critical to your success: a summoner accompanied by
  364. only his starting ally will soon find the dangers of the tower overwhelming!
  365.  
  366. Use the 'a' key to activate a link with an enemy of your choice, but note the
  367. following rules:
  368.  
  369. * The target cannot be a human.
  370. * You may not have an ally of the same name in your party already.
  371. * The target cannot have the Distrust status effect (caused by failed links.)
  372. * Any pre-conditions specific to the character must be met. These will be
  373. spelled out if you attempt to select a demon as a target for a link.
  374.  
  375. Once a link begins, you will need to fulfill the conditions displayed at the
  376. upper-right corner of the screen in order to successfully recruit the new ally
  377. Be aware that there are a wide variety of conditions potential allies may have
  378. for successful links and may include pitfalls such as time limits, forbidden
  379. actions, and additional penalties for failure.
  380.  
  381. Note that there is a limit to how many allies you may have at one time. If you
  382. recruit a new one and already are at this limit, you will be forced to delete
  383. one (but you will get one last chance to spend any use Copy Ability to copy
  384. their abilities to yourself or other allies.)
  385.  
  386.  
  387.  
  388. #highlight
  389. #label CombatAndAbilities
  390. 6. Combat and Abilities
  391.  
  392. #highlight
  393. Attacks and Abilities
  394.  
  395. In terms of direct action, you can perform basic attacks by simply 'moving'
  396. into an enemy character using the movement controls, but this tends to be
  397. rather underwhelming in terms of results.
  398.  
  399. Abilities provide much better options during combat, and most can be used by
  400. pressing the corresponding number (1-8) on the main keyboard and then
  401. selecting a target using the movement keys, followed by Enter to confirm
  402. the target and execute the ability.
  403.  
  404. All abilities have a single elemental type (Slash, Fire, Buff, etc.) which is
  405. listed in their tooltip. When other effects refer to the element of ability,
  406. this is the element they mean, even if the ability in question deals damage
  407. or applies other effects that are of different elements. For example, the
  408. Fiery Claw ability is a Slash ability that deals Slash and Fire damage:
  409. it can be Blocked with the Block Slash ability, since it is a Slash element
  410. ability, but Flame Ward has no effect since it is not a Fire element ability,
  411. despite dealing Fire damage.
  412.  
  413. Most abilities have Stamina costs (represented in their mouseover toolips
  414. as "20 SP", for example): you must have the listed amount of Stamina
  415. available to use the ability.
  416.  
  417. Abilities may have special conditions that must be met for their use: these
  418. will be spelled out in the tooltip for an ability. These conditions usually
  419. relate to the state of the caster (example: caster at half health or less),
  420. the state of the target (example: the target has the Infection status effect),
  421. or the environment over all (example: four or more enemies in fight.)
  422.  
  423. Some abilities are passive (and always in effect), or reactive (and thus
  424. automatically take effect under certain conditions): these do not need to
  425. be directly used, nor can they be. Passive and Reactive abilities have
  426. circular icons, rather than the square icons of active abilities that may
  427. be used at will.
  428.  
  429. Finally, ability descriptions use a number of terms that are worth giving
  430. brief definitions of:
  431.  
  432. #highlight
  433. Attenuated
  434. This attack cannot miss or be Parried, but damage and chance to inflict
  435. status effects drops off the further away from the center of the blast the
  436. target in question is. Off-center targets with high Agility will take still
  437. less damage and have even lower chances to be affected by status effects.
  438. Note that the user's Agility is irrelevant for aiming or dealing damage
  439. with an Attenuated attack (though Cunning still applies for inflicting
  440. any status effects.)
  441.  
  442. #highlight
  443. Block
  444. A supplemental defense that provides a chance to cancel an attack that would
  445. otherwise have hit. Block bonuses are usually element-specific. Block can
  446. trigger against attenuated attacks, but the chance will be reduced the closer
  447. to the center of the blast you are.
  448.  
  449. #highlight
  450. Bonus MaxHP
  451. Some rare abilities have the ability to temporarily increase your MaxHP, often
  452. by draining it from enemies. Bonus MaxHP is limited to 33% of your base MaxHP,
  453. and will be slowly shed as you take damage. Bonus MaxHP can also cancel out
  454. MaxHP damage, should you have any accumulated.
  455.  
  456. #highlight
  457. Cannot Miss
  458. This attack cannot miss, be Blocked, be Dodged, or be Parried.
  459.  
  460. #highlight
  461. Chance
  462. When an ability refers to a chance of something happening, it is giving the
  463. base chance, before modifiers from stat bonuses and other sources. For
  464. example, the user's Cunning bonus and the target's Vitality bonus modify the
  465. chance of an ability inflicting a negative status effect.
  466.  
  467. #highlight
  468. Delay
  469. Some abilities refer to a chance, or even multiple chances, to delay the next
  470. turn of their target(s). These work mostly as you'd expect, but it is worth
  471. noting consecutive turn delays have diminishing returns until the target
  472. actually gets to take a turn.
  473.  
  474. #highlight
  475. Dodge
  476. A supplemental defense that provides a chance to cancel an attack that would
  477. otherwise have hit. Dodge can trigger against attenuated attacks, but the
  478. chance will be reduced the closer to the center of the blast you are.
  479.  
  480. #highlight
  481. Fast Action
  482. This ability takes only half the usual amount of time to execute: your next
  483. turn will more quickly after using it.
  484.  
  485. #highlight
  486. Free Action
  487. This ability does not take any time to execute: it will still be your turn
  488. after using it.
  489.  
  490. #highlight
  491. Last Action
  492. Some abilities reference the last action of the user and/or target(s), usually
  493. as a condition for their use. Your last action is the non-reactive ability
  494. you used last. Note that any status effect that completely prevents you from
  495. taking actions (Shock, Stun, Sleep) will clear out your last action as well
  496. when applied.
  497.  
  498. #highlight
  499. MaxHP Damage
  500. Some particularly unpleasant attacks deal damage to the target's MaxHP. Lost
  501. MaxHP is recovered automatically by earning experience points, but you can
  502. speed the process along by using Pure Stones or Pure Gems, or by using
  503. abilities that drain MaxHP from targets.
  504.  
  505. #highlight
  506. Movement Ability / Not a Movement Ability
  507. Some abilities indicate they count as a 'movement ability'. This allows them
  508. to benefit from any bonuses (or penalties!) movement abilities may receive,
  509. even though the ability does not actually cause movement. Conversely, if
  510. an ability says it is 'not a movement ability', it does not benefit from
  511. such adjustments despite the fact it does actually cause movement.
  512.  
  513. #highlight
  514. Parry
  515. A supplemental defense that provides a chance to cancel an attack that would
  516. otherwise have hit. Parry bonuses tend to be large, but are only available
  517. in limited circumstances. Unlike Block and Dodge, Parry cannot trigger
  518. against attenuated attacks.
  519.  
  520. #highlight
  521. Power
  522. A relative, linear measurement of the damage an attack deals. For example,
  523. a 40 Power attack does half the damage of a 80 Power attack. Also used as a
  524. equivalent measurement of healing: a 60 Power attack deals the same amount
  525. of damage a 60 Power healing ability heals.
  526.  
  527.  
  528. #highlight
  529. Death and Preservation
  530.  
  531. Preservation refers to a pair of mechanics summoner Relics (both your own
  532. and those wielded by other summoners you meet) use to try and preserve the
  533. lives of summoners and their demon allies during times of great danger.
  534.  
  535. Relic Preservation: Affects the summoner. If you take what would be fatal
  536. HP damage, your Relic will attempt to save you by converting the HP damage
  537. to MaxHP damage, at the rate of 1 HP to 2 MaxHP.
  538.  
  539. Demon Preservation: Affects the summoner's demons. If a summoner's demon
  540. takes fatal damage, the Relic will try to save it via Demon Preservation.
  541. This will only work if the demon still has at least 40% of its MaxHP. If
  542. successful, the demon is unsummoned instead of being killed, but will have
  543. its MaxHP drastically reduced by the trauma of the near-death experience.
  544. MaxHP blinks red when it is below the threshold for Demon Preservation,
  545. to provide a visual warning of when a demon will not be able to be saved
  546. this way.
  547.  
  548. As a reminder, lost MaxHP is recovered automatically by earning experience
  549. points, but you can speed the process along by using Pure Stones or Pure Gems,
  550. or by using abilities that drain MaxHP from targets.
  551.  
  552.  
  553. #highlight
  554. Cooldowns
  555.  
  556. Some abilities have cooldowns: periods of time after using an ability when
  557. you cannot use that ability or any other ability with the same cooldown type
  558. again. An ability on cooldown has a number displayed on top of its icon
  559. representing the number of turns that will need to elapse before the ability
  560. is available again. This number is usually white: if it is yellow or red,
  561. the cooldown is of a special type that will not automatically cooldown just
  562. from turns passing. Yellow denotes a cooldown where a special condition must
  563. be met for cooling down to begin: red denotes a cooldown that does not
  564. decrement over time, and must be recharged by some other means.
  565.  
  566. The following is a brief rundown of the types of cooldowns, and their
  567. additional requirements for decrementing, if any.
  568.  
  569. Bravado: A cooldown specifically for the Bravado ability.
  570.  
  571. Breath: Usually associated with powerful close-range area effect
  572. abilities.
  573.  
  574. BScan: Specific to the Scan Brand upgrade. BScan cooldowns decrement only
  575. when you enter a dungeon level you have never visited before.
  576.  
  577. Cantrip: Usually associated with abilities that do not require spending
  578. a turn to use.
  579.  
  580. Charge: Usually associated with quick movement abilities.
  581.  
  582. Cold: Usually associated with Ice abilities. Will decrement by 1 when
  583. you use an Ice ability in addition to decrementing over time.
  584.  
  585. Dark: Usually associated with Dark element abilities. When a Dark
  586. cooldown begins, a Light cooldown of equal duration is also added.
  587.  
  588. Endure: Usually associated with surviving great hardship. Decrements over
  589. time, but only when the user is at full HP and SP.
  590.  
  591. Factor: A cooldown specifically for the Healing Factor ability.
  592.  
  593. Heat: Usually associated with Fire abilities. Will decrement by 1 when
  594. you use a Fire ability in addition to decrementing over time.
  595.  
  596. Light: Usually associated with Light element abilities. When a Light
  597. cooldown begins, a Dark cooldown of equal duration is also added.
  598.  
  599. Luck: Associated with a variety of abilities. When a Luck cooldown begins,
  600. the actual cooldown amount is somewhat randomized.
  601.  
  602. Lure: Specific to the Enemy Lure upgrade. Lure cooldowns decrement only
  603. when you enter a dungeon level you have never visited before.
  604.  
  605. Miracle: Associated with incredibly powerful abilities that draw
  606. directly upon the power of Sources. Decrements as the the character gains
  607. experience: 10% of a level reduces the counter by 1. Abilities that use
  608. this cooldown type cannot be deleted while they are on cooldown.
  609.  
  610. Presence: Usually associated with powerful support effects.
  611.  
  612. Reserves: A cooldown specifically for the Reserves ability. Decrements over
  613. time, but only when the user is at full HP and SP.
  614.  
  615. Restore: A cooldown specifically for the Restore ability.
  616.  
  617. Revive: Specific to the Revive Demon upgrade. Revive cooldowns decrement
  618. only when you enter a dungeon level you have never visited before.
  619.  
  620. Soul: Associated with incredibly powerful abilities that draw upon the
  621. energy of an entity's innermost being. Decrements as the character gains
  622. experience: 10% of a level reduces the counter by 1. Abilities that use
  623. this cooldown type cannot be deleted while they are on cooldown.
  624.  
  625. Voltage: Usually associated with Electricity abilities. Will decrement
  626. by 1 when you use an Electricity ability in addition to decrementing
  627. over time.
  628.  
  629. Wellspring: A cooldown specifically for the Wellspring ability. Decrements
  630. as the character gains experience: 10% of a level reduces the counter by 1.
  631. Abilities that use this cooldown type cannot be deleted while they are on
  632. cooldown.
  633.  
  634.  
  635. #highlight
  636. Items
  637.  
  638. The items that are scattered throughout the tower can be used by pressing
  639. the 'i' key. Many of them have significant effects that can turn the tide of
  640. combat in your favor. Experiment and find out the best uses for each kind!
  641.  
  642.  
  643.  
  644. #highlight
  645. #label Advancement
  646. 7. Advancement
  647.  
  648. There are many ways in which your party gains the power needed to handle the
  649. greater threats the higher floors of the tower will throw their way:
  650.  
  651.  
  652. #highlight
  653. Experience and Levels
  654.  
  655. The simplest of the advancement mechanics: any time you and your party defeat
  656. or recruit an enemy, the entire party gains experience.
  657.  
  658. When a character gains enough experience, their Level will increase, resulting
  659. in increased HP and 5 points to spend on stats. Your allies will allocate their
  660. points automatically based on their nature, you may distribute the points your
  661. summoner earns for yourself however you wish by using Level Up in the
  662. Transmutations menu.
  663.  
  664. Right-click a character to access their character sheet and see both their
  665. current level, and progress towards the next level, expressed as
  666. "Level: 2 (40%)".
  667.  
  668. Note that gaining experience is also one of the primary ways of healing MaxHP
  669. damage.
  670.  
  671.  
  672. #highlight
  673. Credits and Transmutations
  674.  
  675. As you explore the Tower, you will come across caches of crystals that your
  676. Relic can absorb to provide you with Credits.
  677.  
  678. The transmutations menu, accessed from its button on the main hotkey bar or
  679. by pressing 't', allows you to perform several functions related to
  680. advancement. The more useful of these will require varying amount of Credits.
  681.  
  682. Note that this is not a complete list of available transmutations:
  683. additional transmutations may be available based on the upgrades your relic
  684. has.
  685.  
  686. Level Up: Only visible on the menu when bonus points are available. Allows
  687. you to spend the bonus points gained by reaching new experience levels to
  688. increase your Strength, Magic, Vitality, Agility, or Cunning. Bonus points
  689. remain available until spent.
  690.  
  691. Upgrade Relic: Only visible on the menu when a new upgrade is available.
  692. Allows you to gain a new relic upgrade of your choice. You will receive your
  693. first new upgrade at 5th level, with further upgrades becoming available
  694. every tenth level thereafter. Earned upgrades remain available until claimed.
  695.  
  696. Copy Ability: Allows you to copy an ability from any of your demon allies to
  697. another demon ally or (at greater expense) to yourself.
  698.  
  699. Delete Ability: Deletes an ability from yourself or one of your demon allies.
  700. This does not cost any Credits.
  701.  
  702. Fuse Demons: Allows you to sacrifice a demon to provide its Modifier to
  703. another unmodified demon. Modifiers may adjust stats, improve resistances,
  704. and bestow new abilities. Though quite expensive, fusing demons provides
  705. not only a more powerful ally, it also gives you access to new abilities that
  706. may then be shared around using Copy Ability.
  707.  
  708. Delete Demon: Deletes one of your demon allies, forever. This does not cost
  709. any Credits.
  710.  
  711. Codex Daemonium: An automatic record of all demons you have recruited. By
  712. default, it shows all demons any character you've played has recruited.
  713. You can change this behavior in the options menu (accessed in game with the
  714. '-' key), causing it to either be limited to demons recruited by your
  715. current character, or to simply show every demon in the game whether you've
  716. recruited them or not.
  717.  
  718.  
  719. #highlight
  720. Soul Brands
  721.  
  722. As you explore the Tower, you will come across Soul Brands. Soul Brands
  723. offer those who use them the chance to gain considerable power, but often
  724. come with conditions that must be met and/or penalties that must be endured
  725. in order to receive their bonuses.
  726.  
  727. The Soul Brand system can be accessed by pressing the 'e' key. Once you
  728. find a Soul Brand, you can spend a small amount of Credits to apply it to
  729. yourself or an ally. So long as the requirements of an applied Soul Brand
  730. are being met, the bonuses and penalties it provides will be in effect.
  731.  
  732. It is important to note that it may not necessarily be ideal to seek out
  733. only those Brands which have no requirements or penalties: each requirement
  734. or penalty a Brand possesses significantly increases the magnitude of the
  735. bonuses in turn.
  736.  
  737.  
  738. #highlight
  739. Relic Upgrades
  740.  
  741. Relics can receive upgrades that can alter existing Relic abilities, or
  742. unlock entirely new ones. Each Relic begins with some upgrades already
  743. unlocked. Players receive upgrade points as they gain levels, which can be
  744. used to purchase more upgrades. Different upgrades cost different amounts
  745. of points.
  746.  
  747.  
  748.  
  749. #highlight
  750. #label StartingTips
  751. 8. Starting Tips
  752.  
  753. * You can have up to three allies summoned at once: your first goal in any
  754. game should be to recruit enough demons to field a full party! (This does
  755. not apply to Titan's Fist Summoners, who gain great power when walking the
  756. Tower alone.)
  757.  
  758. * You can learn a character's elemental immunities, resistances, and
  759. weaknesses by mousing over it, and an ability's elemental affinity by
  760. mousing over it in turn. Assaulting enemies' resistances while they assail
  761. your weaknesses will lead to a quick death.
  762.  
  763. * Proper use of the transmutation functions your relic makes available to you
  764. is key to your long-term success. Copy Ability and Fuse Demons in particular
  765. are very important. You can press 't' during the game to access these, and
  766. other transmutations your relic can provide.
  767.  
  768. * Remember your items if you get in trouble. Though consumed when used, well
  769. spent items can turn defeat into victory.
  770.  
  771. * Holding Ctrl while performing movement will have all of your summoned allies
  772. attempt to follow you as you move. This can be useful when you need to
  773. reposition or retreat.
  774.  
  775. * If you recruit a demon when your stable is already full, you will be forced
  776. to delete a demon, but you will get the chance to use other Transmutations
  777. such as Copy Ability first. You can even Fuse Demons and solve the
  778. overcrowding problem in a more efficent fashion.
  779.  
  780. * The tower is full of surprises beyond the normal inhabitants. If you see an
  781. enemy that looks new or different, right-click it for more details about
  782. what you are facing.
  783.  
  784. * Be wary of Heroes and Summoners. Heroes are humans who travel alone, but
  785. possess great power... some of which will be yours, should you defeat them.
  786. A Summoner, like you, possesses well-trained monsters who serve them.
  787. However, if a Summoner dies, perhaps his or her monsters will be open to
  788. serving a new master...
  789.  
  790. * Some demons are "unique": they spawn only once per game. Plan carefully when
  791. trying to recruit one of these, you won't get a second chance that
  792. playthrough!
  793.  
  794.  
  795.  
  796. #highlight
  797. #label StatusReference
  798. 9. Status Reference
  799.  
  800. Many status effects are associated with a specific element. Weakness,
  801. resistance, or immunity to that element will affect the chance of that status
  802. effect landing on a target.
  803.  
  804. #highlight
  805. Healing Status Effects
  806. Mended : The target cannot be affected by Mending again.
  807. Regen : The target is gaining HP over time. Healing per turn is equal to
  808. 10% of the target's MaxHP. No effect while also Infected, Ignited,
  809. or Melting.
  810.  
  811. #highlight
  812. Body Status Effects
  813. Infect : Prevents most forms of HP and SP recovery. Effects that drain
  814. HP or SP from enemies still work, however.
  815. Poison : Target is losing HP over time. Damage per turn is equal to 6% of
  816. the target's MaxHP. This can be fatal!
  817. Poison+ : Target is losing HP over time. Damage per turn is equal to 12% of
  818. the target's MaxHP. This can be fatal!
  819. Poison++ : Target is losing HP over time. Damage per turn is equal to 18% of
  820. the target's MaxHP. This can be fatal!
  821. Paralyze : The target sometimes skips its turns, and has trouble evading
  822. attacks.
  823.  
  824. #highlight
  825. Mind Status Effects
  826. Sleep : The target cannot take actions or defend itself. Ends immediately
  827. if target is damaged.
  828. Panic : The target is acting unpredictably.
  829. Charm : The target has been turned against its allies.
  830. Stun : The target loses its next turn, and cannot defend itself.
  831.  
  832. #highlight
  833. Matter Status Effects
  834. Blind : The target's accuracy is severely reduced, and they only have
  835. vision of adjacent positions.
  836. Melting : Target is losing HP over time, and cannot regnerate HP. Damage per
  837. turn is equal to 6% of the target's MaxHP. This can be fatal!
  838. Harden : The target is rapidly turning to Stone.
  839. Stone : The target cannot take actions or avoid enemy attacks, and is
  840. unable to be Immune or Resistant to Slash, Impact, Pierce, Fire,
  841. Ice, Electricity, or Matter.
  842. Held : The target's accuracy, evasion, and movement speed are all reduced.
  843. Held+ : The target's accuracy, evasion, and movement speed are all greatly
  844. reduced.
  845. Held++ : The target's accuracy is severely reduced, and it cannot avoid
  846. enemy attacks or move.
  847.  
  848. #highlight
  849. Light Status Effects
  850. Guilt : The target's attackers are healed for 10% of their MaxHP when they
  851. do damage to it. Reactive abilities do not trigger Guilt.
  852. Mute : The target cannot use magic-based abilities.
  853.  
  854. #highlight
  855. Dark Status Effects
  856. Agony : The target cannot be affected by Agony again.
  857. Pariah : Damaging the target will also cause each of its allies it can see
  858. to take damage equal to 5% of their MaxHP. Reactive abilities do
  859. not trigger Pariah.
  860. Hex : The target's physical attacks do much less damage, and their
  861. Slash, Impact, and Pierce resistance levels are reduced unless
  862. they are Weak or Immune to the type in question.
  863.  
  864. #highlight
  865. Fire Status Effects
  866. Ignite : Target is losing HP over time, and cannot regnerate HP. Damage per
  867. turn is equal to 6% of the target's MaxHP. This can be fatal!
  868.  
  869. #highlight
  870. Electricity Status Effects
  871. Shock : The target loses its next turn, and cannot defend itself.
  872.  
  873. #highlight
  874. Ice Status Effects
  875. Chill : The target's Accuracy, Evasion, and movement speed have all been
  876. mildly reduced.
  877.  
  878. #highlight
  879. Debuff Status Effects
  880. OFFDown : The target's physical and magical attacks do less damage.
  881. Cancelled out by OFFUp.
  882. OFFUp : The target's physical and magical attacks do more damage.
  883. Cancelled out by OFFDown.
  884. DEFDown : The target receives more damage. Cancelled out by DEFUp.
  885. DEFUp : The target receives less damage. Cancelled out by DEFDown.
  886. ACCDown : The target's physical and magical attacks miss more often.
  887. Cancelled out by ACCUp.
  888. ACCUp : The target's physical and magical attacks hit more often.
  889. Cancelled out by ACCDown.
  890. EVDDown : The target is easier to hit with physical and magical attacks.
  891. Cancelled out by EVDUp.
  892. EVDUp : The target is harder to hit with physical and magical attacks.
  893. Cancelled out by EVDDown.
  894. SPDDown : The target is taking turns less frequently. Cancelled out by SPDUp.
  895. SPDUp : The target is taking turns more often. Cancelled out by SPDDown.
  896.  
  897. #highlight
  898. Non-elemental Status Effects
  899. Heroism : The target's power, defense, and status resistance are drastically
  900. increased. Also halves SP costs and cooldown durations.
  901. Distrust : You failed to link with this target: it will not allow a second try.
  902.  
  903.  
  904.  
  905. #highlight
  906. #label ControlReference
  907. 0. Control Reference
  908.  
  909. #highlight
  910. Main Game
  911. F1, ? = Access in-game help
  912. Arrow Keys, Numpad = Move / Swap With Ally / Basic Attack
  913. Interact with wall object
  914. y k u = Move / Swap With Ally / Basic Attack
  915. h l Interact with wall object
  916. b j n ("vi keys", requires vi keys option enabled)
  917. Left-Click visible cell = Non-combat: Travel to that cell.
  918. = Combat: Move / Swap With Ally / Basic Attack
  919. Ctrl + Any Move/Swap/Attack = Move / Swap With Ally / Basic Attack, and all
  920. allies attempt to follow on their next turn
  921. Shift + Vi Keys or Arrows = Move / Swap With Ally / Basic Attack, and all
  922. allies attempt to follow on their next turn
  923. . or 5 on Numpad w/ Lock On = Pass turn
  924. , = Pass half a turn
  925. Left-Click main character = Non-combat: Rest until fully healed (includes
  926. summoned allies), or Wait
  927. Combat: Pass turn
  928. Ctrl + Any Pass turn = Pass half a turn and all allies attempt to move
  929. towards you on their next turn
  930. 1-8 on Main Keyboard = Use ability in indicated slot
  931. Left-Click ability = Use ability
  932. z , = = Swap two non-empty ability hotkeys
  933. a = Link with an enemy
  934. s = Summon an ally (3 allies active is the limit)
  935. t = Open transmutations menu to use Copy Ability,
  936. Fuse Demons, Restore Demon, etc.
  937. d = Dismiss / Unsummon an ally
  938. Shift + d = Delete an allied demon permanently
  939. v = View all allies
  940. Shift + v = View your party's elemental affinity report
  941. r , w = Rest until fully healed (includes unsummoned
  942. allies), or Wait
  943. i = Use a carried item
  944. e = Open brands menu to use Apply Brand,
  945. Remove Brand, Delete Brand.
  946. c = Issue a command to your allies
  947. g = Interact with ground object
  948. p , < , > = Use stairs/portal
  949. Tab , m = View current level auto map
  950. o = Auto-explore, decline Brand pick-up
  951. Shift + p = Travel to known point of interest
  952. Shift + s = Save the game
  953. q = Save and return to character select
  954. Shift + q = Save and exit
  955. F11 = Toggle fullscreen mode (during main game only)
  956. x , Right-Click character = Examine a character's detailed character
  957. sheet (in gamr or on list)
  958. Mouse Over = Get basic tooltip information for abilities,
  959. items, and characters
  960. F10 = Save out a text file containing a 'dump' of your
  961. current party.
  962. Ctrl + q = Suicide current character
  963. - = Open options menu
  964. F12 = View recent messages
  965. ~ = Display version, score, and cycle
  966. \ = View top high scores
  967. | = View online stats for your relic wraiths
  968.  
  969. #highlight
  970. Ability Targeting
  971. Arrow Keys, Numpad, Mouse = Move Cursor
  972. Left-Click, Enter = Use ability on current target
  973. Left-Click active ability = Use ability on current target
  974. Escape = Cancel ability use
  975.  
  976. #highlight
  977. Menus
  978. Enter = Choose a random menu selection
  979. (Character creation only)
  980. Left-Click = Choose menu selection
  981. a-z, Shift + a-z = Choose menu selection
  982. Right-click (off window) = Go back one menu / close menu
  983. Escape = Go back one menu / close menu
  984. Mouse Over = Get basic tooltip information
  985. Right-Click = Examine a character's detailed character
  986. sheet (character lists only)
  987. View what abilities a modifier can give
  988. as bonuses (character modifier lists only)
  989. Up Arrow, Down Arrow = Scroll up/down by element
  990. Mouse Wheel = Scroll up/down by element
  991. Page Up, Page Down = Scroll up/down by page
  992. Left Arrow, Right Arrow = Change page (Character Sheet)
  993.  
  994. #highlight
  995. Dialogue
  996. a-e = Response selection
  997. Left-click = Response selection
  998.  
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