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- --------------------------------= Demon =--------------------------------------
- Game Manual
- #highlight
- #label Introduction
- 1. Introduction
- Demon is a game born from a rather odd pair of parents: roguelike dungeon
- crawlers such as Rogue, Tales of Maj'Eyal, and Dungeon Crawl Stone Soup; and
- monster collection games such as Pokemon and Shin Megami Tensei.
- Players take up the mantle of a Summoner, a human who by finding one of many
- strange Relics has gained the ability to recruit and summon monsters as allies.
- The Relic eventually learns to mimic the specific powers of these companions
- and can also be used to pass powers from one monster to another. But with these
- gifts comes a curse: Relics invariably draw their bearers to a mysterious tower
- from which none ever seem to return...
- The most up-to-date information and builds are always available at:
- #highlight
- http://demon.ferretdev.org
- The Geminimax tile set is currently in active development, and you may
- contact the creator and see more of his art at:
- #highlight
- http://geminimax.deviantart.com
- The Ontoclasm icon set is currently in active development. You may contact
- the creator Samuel Wilson (Ontoclasm) and see more of his art at:
- #highlight
- https://ontoclasm.itch.io/
- #highlight
- #label CharacterCreation
- 2. Character Creation
- To begin, you will have three choices to make: a relic, a primary element, a
- and finally, a name.
- If you simply wish to dive in and start playing immediately, or can't make
- up your mind about one or more choices, it is worth noting you can press
- Enter during these steps to accept a random selection for that choice instead.
- (In the case of name, it uses the name you last used, or Player if you have
- never entered a name of your own before.)
- #highlight
- Relics
- The abilities of a summoner are not inborn, or gained by training. A human can
- only become a summoner with the aid of one of several relics. Your first and
- most important decision during character creation is choosing which relic your
- summoner will use.
- The relic you choose influences:
- * Your starting relic upgrades.
- * Your character's in game appearance.
- A brief synopsis of the eight relics and their starting upgrades follows.
- #highlight
- Crown of Glory
- Begins with Capacity Up IV and Copy Saver. Capacity Up IV allows you to have
- a total of 7 demon allies, more than most other Relics can at the start. You
- can still only summon 3 at a time, but the deeper bench can provide
- flexibility and the ability to survive longer, drawn out battles. Copy Saver
- reduces the cost of Copy Ability, which is useful with so many allies.
- #highlight
- Eye of the Dragon
- Begins with Capacity Up III, Enemy Sense, and Item Sense. Capacity Up III
- permits a total of 6 demon allies, which is a bit more than normal. Enemy
- Sense and Item Sense reveal the locations of every enemy and item on a dungeon
- floor the moment you set foot on it, and also help you find hidden enemies
- and items after fully exploring a floor.
- #highlight
- Faithful Heart
- Begins with Capacity Up II, Revive Demon, and Nightingale. Capacity Up II
- allows you to have 5 demon allies at once. Nightingale speeds up recovery
- for unsummoned allies, and Revive Demon allows you to restore life to dead
- demons.
- #highlight
- Hand of the Dead
- Begins with Capacity Up II, Lifeguard, and Consume Demon. Capacity Up II
- grants the capacity for 5 demon allies. Lifeguard greatly reduces the MaxHP
- your allies temporarily lose to near death experiences, while Consume Demon
- lets you temporarily drain MaxHP from allies to heal yourself.
- #highlight
- Horns of the Hunt
- Begins with Capacity Up IV and Far Summon II. Capacity Up IV you to have 7
- demon allies, more than most Relics allow. You can still only summon 3 at a
- time, but the deeper bench can provide flexibility and the ability to survive
- longer, drawn out battles. Far Summon II allows you to deploy summoned allies
- at a considerable distance from yourself, creating interesting tactical
- possibilities.
- #highlight
- Orb of Power
- Begins with Capacity Up II, Transpose Soul, and Translator. Capacity Up II
- lets you have 5 demon allies at once. Transpose Soul allows you to sacrifice
- demons to learn rare, hard to find abilities, while Translator reduces the
- Credits you pay to learn from demons the normal way via Copy Ability.
- #highlight
- Titan's Fist
- Begins with Aux Guard II and Aux Power II. Lacking a Capacity Up upgrade,
- Fist Summoners begin only able to have 3 demons in their stable. However,
- this limitation fits well with Aux Guard II and Aux Power II, which provide
- defensive and offensive support based on how few demons you currently have
- summoned.
- #highlight
- Vodun Mask
- Begins with Capacity Up III, Enemy Lure, and Call Demon. Capacity Up III
- expands your demon ally limit to 6, a touch more than most get. Enemy Lure
- and Call Demon are both methods of calling forth additional demons: Enemy
- Lure produces random groups, Call Demon lets you call for specific beings.
- The demons these powers call can be fought for experience, recruited, or
- perhaps put to other uses by the clever...
- #highlight
- Starting Element
- Once you have chosen a relic, you will need to choose the element which will
- be the source of your character's starting ability.
- The starting element you choose influences:
- * Your starting ability.
- * Your elemental resistance.
- * Your elemental weakness.
- The following are brief descriptions of the sorts of abilities generally
- provided by each element.
- Slash : Physical attacks focused on mobility and supporting allies.
- Impact : Physical attacks focused on disabling and debuffing enemies.
- Pierce : Physical attacks focused on providing various secondary effects
- such as life-draining and poison.
- Fire : Magical attacks that deal damage and Ignite targets, dealing damage
- over time for a few turns. Can also provide access to esoteric
- means of healing and refreshing yourself and allies.
- Ice : Magical attacks that deal damage and Chill targets, degrading their
- overall combat performance. Can also provide access to defensive
- boosts and effects that drain enemy Stamina.
- Elec : Magical attacks that deal damage and Shock targets, disabling them
- for a brief period of time. Can provide great power if you accept
- some risk, including methods of rapidly recovering your own Stamina.
- Body : Magical attacks that attack characters' bodies with poison, draining,
- disease, etc.
- Mind : Magical attacks that assault characters' minds, stunning them, putting
- them to sleep, sending them into panicked confusion, etc.
- Matter : Magical attack that affect characters' physical structures: melting
- them with acid, disintegrating them, turning them to stone, etc.
- Light : Magical attacks that have powerful and unique effects, but are often
- restricted by conditional usage or cooldowns. Certain Light and
- Dark abilities conflict with each other if used by the same character.
- Dark : Magical attacks that have powerful and unique effects, but are often
- restricted by conditional usage or cooldowns. Certain Light and
- Dark abilities conflict with each other if used by the same character.
- Heal : Abilities that restore the health and status of allies.
- Buff : Abilities that improve the combat performance of allies.
- Debuff : Abilities that degrade the combat performance of enemies.
- Defense : Abilities that prevent or mitigate damage and other forms of harm.
- Movement: Abilities that aid in faster than normal movement, including
- teleportation effects.
- #highlight
- Name
- Your new character also needs a name. Names must be at least 3 and not more
- than 12 letters. Keep in mind when choosing a name that other players may be
- able to see the name you choose.
- #highlight
- #label Stats
- 3. Stats
- Every character in Demon has a collection of values called stats that provide
- information about its performance in combat.
- The stats, and what they mean, are as follows:
- #highlight
- Level
- * An overall expression of the character's power.
- * Increases HP and improves overall combat performance.
- * Increases as the character gains experience through combat.
- * Progress towards the next level is shown next to the Level display.
- #highlight
- HP
- * The character's health, expressed as current / maximum.
- * Decreases when the character is damaged, recovers by healing magic or
- over time.
- * If it reaches 0, the character is dead (usually permanent!)
- * If the character in question is the main character, the game is over!
- * Increases with level. Different characters gain it at different rates.
- * You can automatically rest to heal by hitting r or w when out of combat.
- #highlight
- SP
- * The character's stamina, expressed as current / maximum.
- * Required and used to activate most special abilities.
- * Recovers rapidly over time.
- * You can automatically rest to heal by hitting r or w when out of combat.
- #highlight
- Speed
- * How often, relative to normal, a character gets to act.
- #highlight
- Strength
- * Increases the Power of physical (Slash, Impact, Pierce) attacks,
- including basic attacks.
- * Increases defense against damage (at half of shown bonus).
- #highlight
- Magic
- * Increases the Power of magical (Fire, Ice, Electricity, Body, Mind,
- Matter, Light, Dark) attacks and healing.
- #highlight
- Vitality
- * Increases maximum HP.
- * Increases chance to avoid negative status effects.
- #highlight
- Agility
- * Increases chance to hit with and evade physical and magical attacks.
- * Reduces effects of off-center attenuated attacks (if bonus is positive).
- #highlight
- Cunning
- * Increases chance to affect enemies with negative status effects.
- #highlight
- Stat Effectiveness
- You can mouse over Strength, Magic, Vitality, Agility, and Cunning in a
- given character's character sheet to see how much of a bonus it is providing
- in the area it governs versus an opponent of the character's level.
- Naturally, if the opponent is lower level, the bonus will be higher than
- listed. And of course, if the opponent is higher level, the bonus will be
- lower than listed.
- This mouseover will also preview any changes being considered for that
- stat, such as from level up bonus points being spent or from stat adjustments
- brought about from a modifier being applied to a demon, showing both the
- current bonus and the post-change bonus.
- A few notes on stat effectiveness:
- * A bonus of 0% against an equal level opponent is reached when a stat's
- value equals Level+9. Each multiple of Level+9 achieved will increase
- the bonus by 25%.
- * Falling under Level+9 in a stat can result in a penalty of up to -25%.
- * Some stat effects use less than the listed bonus; this is indicated in
- documentation and tooltips when it is the case. For example, Strength's
- defense adjustment only uses half your bonus (or penalty.)
- * Keep in mind for Vitality and Cunning that the bonuses they apply to
- resisting and landing negative effects multiplicatively, rather than
- additively. For example, if your Cunning is showing a +50% bonus, your
- chance to land a negative effect that normally has a 35% chance is 52.5%,
- not 85%. (Agility and hitting and missing with attacks also works in
- this way.)
- * Stats are a long-term investment. Early on, it will be easy to see
- significant changes with relatively few stat points. But as you advance,
- bonuses will more resistant to change. Plan ahead!
- * Demons follow set patterns as they level, causing their bonuses against
- equal level opponents to change very little or not at all as they advance.
- #highlight
- #label Exploration
- 4. Exploration
- #highlight
- Movement
- You can move your character using the arrow keys, numeric keypad (try both
- Numlock on and off), or (if you enable the proper option) an alternative
- set of keys: "hjklyubn". If you hold Control while using these, all of
- your currently summoned allies will be forced to use their next turns
- also moving that direction.
- You can also press 'o' to auto-explore the dungeon: this will automaticaly
- stop for interesting things, such as monsters or items. Notably, it will
- wait until a level is fully explored before investigating potentially
- dangerous objects, such as corpses.
- The tower is filled with stairs and portals that serve as means to move
- between levels and entirely different places. When standing on a stair or
- portal, you can press '<' or '>' to travel up, down, or through it. You can
- also use 'Shift-P' to bring up a quick travel list of any portals you know of
- on the current level: selecting one will automatically attempt to take you
- back to it (though your automated travel will be interrupted if you run into
- enemies.)
- #highlight
- Inspecting Your Surroundings
- You can mouse over items, portals, and characters you encounter in the tower
- to access a tooltip with some basic information about the object in question.
- Right-clicking a character will bring up a detailed character sheet that can
- tell you anything you might want to know: use the left and right arrow keys
- to switch between the multiple pages of information provided.
- #highlight
- Resting
- You can press 'r' or 'w' after combat to automatically rest until your entire
- party (including party members not currently 'active') are fully healed. Rest
- will automatically halt if enemies come into view or some other threatening
- situation arises (such as a poisoned character reaching low health.)
- #highlight
- #label PartyManagement
- 5. Party Management
- As a summoner, management of your party of monstrous allies is paramount to
- your success. No matter how great your personal power grows, the forces of the
- tower are too numerous to overcome alone.
- #highlight
- Summoning and Dismissing
- One of the most important things in combat is making sure you have a full
- party of allies active and ready to fight. You can use 's' to summon up to
- three of your allies: if you don't have three to summon, remedying this should
- be a top priority! There is no cost or penalty to having party members active,
- so you should almost always travel with a full active party of three for
- maximum safety.
- Allies who get in trouble or badly out of position should be dismissed back
- to inactive status using 'd'. Remember: death is permanent for your allies
- too!
- #highlight
- Recruiting Allies
- Recruiting new allies is critical to your success: a summoner accompanied by
- only his starting ally will soon find the dangers of the tower overwhelming!
- Use the 'a' key to activate a link with an enemy of your choice, but note the
- following rules:
- * The target cannot be a human.
- * You may not have an ally of the same name in your party already.
- * The target cannot have the Distrust status effect (caused by failed links.)
- * Any pre-conditions specific to the character must be met. These will be
- spelled out if you attempt to select a demon as a target for a link.
- Once a link begins, you will need to fulfill the conditions displayed at the
- upper-right corner of the screen in order to successfully recruit the new ally
- Be aware that there are a wide variety of conditions potential allies may have
- for successful links and may include pitfalls such as time limits, forbidden
- actions, and additional penalties for failure.
- Note that there is a limit to how many allies you may have at one time. If you
- recruit a new one and already are at this limit, you will be forced to delete
- one (but you will get one last chance to spend any use Copy Ability to copy
- their abilities to yourself or other allies.)
- #highlight
- #label CombatAndAbilities
- 6. Combat and Abilities
- #highlight
- Attacks and Abilities
- In terms of direct action, you can perform basic attacks by simply 'moving'
- into an enemy character using the movement controls, but this tends to be
- rather underwhelming in terms of results.
- Abilities provide much better options during combat, and most can be used by
- pressing the corresponding number (1-8) on the main keyboard and then
- selecting a target using the movement keys, followed by Enter to confirm
- the target and execute the ability.
- All abilities have a single elemental type (Slash, Fire, Buff, etc.) which is
- listed in their tooltip. When other effects refer to the element of ability,
- this is the element they mean, even if the ability in question deals damage
- or applies other effects that are of different elements. For example, the
- Fiery Claw ability is a Slash ability that deals Slash and Fire damage:
- it can be Blocked with the Block Slash ability, since it is a Slash element
- ability, but Flame Ward has no effect since it is not a Fire element ability,
- despite dealing Fire damage.
- Most abilities have Stamina costs (represented in their mouseover toolips
- as "20 SP", for example): you must have the listed amount of Stamina
- available to use the ability.
- Abilities may have special conditions that must be met for their use: these
- will be spelled out in the tooltip for an ability. These conditions usually
- relate to the state of the caster (example: caster at half health or less),
- the state of the target (example: the target has the Infection status effect),
- or the environment over all (example: four or more enemies in fight.)
- Some abilities are passive (and always in effect), or reactive (and thus
- automatically take effect under certain conditions): these do not need to
- be directly used, nor can they be. Passive and Reactive abilities have
- circular icons, rather than the square icons of active abilities that may
- be used at will.
- Finally, ability descriptions use a number of terms that are worth giving
- brief definitions of:
- #highlight
- Attenuated
- This attack cannot miss or be Parried, but damage and chance to inflict
- status effects drops off the further away from the center of the blast the
- target in question is. Off-center targets with high Agility will take still
- less damage and have even lower chances to be affected by status effects.
- Note that the user's Agility is irrelevant for aiming or dealing damage
- with an Attenuated attack (though Cunning still applies for inflicting
- any status effects.)
- #highlight
- Block
- A supplemental defense that provides a chance to cancel an attack that would
- otherwise have hit. Block bonuses are usually element-specific. Block can
- trigger against attenuated attacks, but the chance will be reduced the closer
- to the center of the blast you are.
- #highlight
- Bonus MaxHP
- Some rare abilities have the ability to temporarily increase your MaxHP, often
- by draining it from enemies. Bonus MaxHP is limited to 33% of your base MaxHP,
- and will be slowly shed as you take damage. Bonus MaxHP can also cancel out
- MaxHP damage, should you have any accumulated.
- #highlight
- Cannot Miss
- This attack cannot miss, be Blocked, be Dodged, or be Parried.
- #highlight
- Chance
- When an ability refers to a chance of something happening, it is giving the
- base chance, before modifiers from stat bonuses and other sources. For
- example, the user's Cunning bonus and the target's Vitality bonus modify the
- chance of an ability inflicting a negative status effect.
- #highlight
- Delay
- Some abilities refer to a chance, or even multiple chances, to delay the next
- turn of their target(s). These work mostly as you'd expect, but it is worth
- noting consecutive turn delays have diminishing returns until the target
- actually gets to take a turn.
- #highlight
- Dodge
- A supplemental defense that provides a chance to cancel an attack that would
- otherwise have hit. Dodge can trigger against attenuated attacks, but the
- chance will be reduced the closer to the center of the blast you are.
- #highlight
- Fast Action
- This ability takes only half the usual amount of time to execute: your next
- turn will more quickly after using it.
- #highlight
- Free Action
- This ability does not take any time to execute: it will still be your turn
- after using it.
- #highlight
- Last Action
- Some abilities reference the last action of the user and/or target(s), usually
- as a condition for their use. Your last action is the non-reactive ability
- you used last. Note that any status effect that completely prevents you from
- taking actions (Shock, Stun, Sleep) will clear out your last action as well
- when applied.
- #highlight
- MaxHP Damage
- Some particularly unpleasant attacks deal damage to the target's MaxHP. Lost
- MaxHP is recovered automatically by earning experience points, but you can
- speed the process along by using Pure Stones or Pure Gems, or by using
- abilities that drain MaxHP from targets.
- #highlight
- Movement Ability / Not a Movement Ability
- Some abilities indicate they count as a 'movement ability'. This allows them
- to benefit from any bonuses (or penalties!) movement abilities may receive,
- even though the ability does not actually cause movement. Conversely, if
- an ability says it is 'not a movement ability', it does not benefit from
- such adjustments despite the fact it does actually cause movement.
- #highlight
- Parry
- A supplemental defense that provides a chance to cancel an attack that would
- otherwise have hit. Parry bonuses tend to be large, but are only available
- in limited circumstances. Unlike Block and Dodge, Parry cannot trigger
- against attenuated attacks.
- #highlight
- Power
- A relative, linear measurement of the damage an attack deals. For example,
- a 40 Power attack does half the damage of a 80 Power attack. Also used as a
- equivalent measurement of healing: a 60 Power attack deals the same amount
- of damage a 60 Power healing ability heals.
- #highlight
- Death and Preservation
- Preservation refers to a pair of mechanics summoner Relics (both your own
- and those wielded by other summoners you meet) use to try and preserve the
- lives of summoners and their demon allies during times of great danger.
- Relic Preservation: Affects the summoner. If you take what would be fatal
- HP damage, your Relic will attempt to save you by converting the HP damage
- to MaxHP damage, at the rate of 1 HP to 2 MaxHP.
- Demon Preservation: Affects the summoner's demons. If a summoner's demon
- takes fatal damage, the Relic will try to save it via Demon Preservation.
- This will only work if the demon still has at least 40% of its MaxHP. If
- successful, the demon is unsummoned instead of being killed, but will have
- its MaxHP drastically reduced by the trauma of the near-death experience.
- MaxHP blinks red when it is below the threshold for Demon Preservation,
- to provide a visual warning of when a demon will not be able to be saved
- this way.
- As a reminder, lost MaxHP is recovered automatically by earning experience
- points, but you can speed the process along by using Pure Stones or Pure Gems,
- or by using abilities that drain MaxHP from targets.
- #highlight
- Cooldowns
- Some abilities have cooldowns: periods of time after using an ability when
- you cannot use that ability or any other ability with the same cooldown type
- again. An ability on cooldown has a number displayed on top of its icon
- representing the number of turns that will need to elapse before the ability
- is available again. This number is usually white: if it is yellow or red,
- the cooldown is of a special type that will not automatically cooldown just
- from turns passing. Yellow denotes a cooldown where a special condition must
- be met for cooling down to begin: red denotes a cooldown that does not
- decrement over time, and must be recharged by some other means.
- The following is a brief rundown of the types of cooldowns, and their
- additional requirements for decrementing, if any.
- Bravado: A cooldown specifically for the Bravado ability.
- Breath: Usually associated with powerful close-range area effect
- abilities.
- BScan: Specific to the Scan Brand upgrade. BScan cooldowns decrement only
- when you enter a dungeon level you have never visited before.
- Cantrip: Usually associated with abilities that do not require spending
- a turn to use.
- Charge: Usually associated with quick movement abilities.
- Cold: Usually associated with Ice abilities. Will decrement by 1 when
- you use an Ice ability in addition to decrementing over time.
- Dark: Usually associated with Dark element abilities. When a Dark
- cooldown begins, a Light cooldown of equal duration is also added.
- Endure: Usually associated with surviving great hardship. Decrements over
- time, but only when the user is at full HP and SP.
- Factor: A cooldown specifically for the Healing Factor ability.
- Heat: Usually associated with Fire abilities. Will decrement by 1 when
- you use a Fire ability in addition to decrementing over time.
- Light: Usually associated with Light element abilities. When a Light
- cooldown begins, a Dark cooldown of equal duration is also added.
- Luck: Associated with a variety of abilities. When a Luck cooldown begins,
- the actual cooldown amount is somewhat randomized.
- Lure: Specific to the Enemy Lure upgrade. Lure cooldowns decrement only
- when you enter a dungeon level you have never visited before.
- Miracle: Associated with incredibly powerful abilities that draw
- directly upon the power of Sources. Decrements as the the character gains
- experience: 10% of a level reduces the counter by 1. Abilities that use
- this cooldown type cannot be deleted while they are on cooldown.
- Presence: Usually associated with powerful support effects.
- Reserves: A cooldown specifically for the Reserves ability. Decrements over
- time, but only when the user is at full HP and SP.
- Restore: A cooldown specifically for the Restore ability.
- Revive: Specific to the Revive Demon upgrade. Revive cooldowns decrement
- only when you enter a dungeon level you have never visited before.
- Soul: Associated with incredibly powerful abilities that draw upon the
- energy of an entity's innermost being. Decrements as the character gains
- experience: 10% of a level reduces the counter by 1. Abilities that use
- this cooldown type cannot be deleted while they are on cooldown.
- Voltage: Usually associated with Electricity abilities. Will decrement
- by 1 when you use an Electricity ability in addition to decrementing
- over time.
- Wellspring: A cooldown specifically for the Wellspring ability. Decrements
- as the character gains experience: 10% of a level reduces the counter by 1.
- Abilities that use this cooldown type cannot be deleted while they are on
- cooldown.
- #highlight
- Items
- The items that are scattered throughout the tower can be used by pressing
- the 'i' key. Many of them have significant effects that can turn the tide of
- combat in your favor. Experiment and find out the best uses for each kind!
- #highlight
- #label Advancement
- 7. Advancement
- There are many ways in which your party gains the power needed to handle the
- greater threats the higher floors of the tower will throw their way:
- #highlight
- Experience and Levels
- The simplest of the advancement mechanics: any time you and your party defeat
- or recruit an enemy, the entire party gains experience.
- When a character gains enough experience, their Level will increase, resulting
- in increased HP and 5 points to spend on stats. Your allies will allocate their
- points automatically based on their nature, you may distribute the points your
- summoner earns for yourself however you wish by using Level Up in the
- Transmutations menu.
- Right-click a character to access their character sheet and see both their
- current level, and progress towards the next level, expressed as
- "Level: 2 (40%)".
- Note that gaining experience is also one of the primary ways of healing MaxHP
- damage.
- #highlight
- Credits and Transmutations
- As you explore the Tower, you will come across caches of crystals that your
- Relic can absorb to provide you with Credits.
- The transmutations menu, accessed from its button on the main hotkey bar or
- by pressing 't', allows you to perform several functions related to
- advancement. The more useful of these will require varying amount of Credits.
- Note that this is not a complete list of available transmutations:
- additional transmutations may be available based on the upgrades your relic
- has.
- Level Up: Only visible on the menu when bonus points are available. Allows
- you to spend the bonus points gained by reaching new experience levels to
- increase your Strength, Magic, Vitality, Agility, or Cunning. Bonus points
- remain available until spent.
- Upgrade Relic: Only visible on the menu when a new upgrade is available.
- Allows you to gain a new relic upgrade of your choice. You will receive your
- first new upgrade at 5th level, with further upgrades becoming available
- every tenth level thereafter. Earned upgrades remain available until claimed.
- Copy Ability: Allows you to copy an ability from any of your demon allies to
- another demon ally or (at greater expense) to yourself.
- Delete Ability: Deletes an ability from yourself or one of your demon allies.
- This does not cost any Credits.
- Fuse Demons: Allows you to sacrifice a demon to provide its Modifier to
- another unmodified demon. Modifiers may adjust stats, improve resistances,
- and bestow new abilities. Though quite expensive, fusing demons provides
- not only a more powerful ally, it also gives you access to new abilities that
- may then be shared around using Copy Ability.
- Delete Demon: Deletes one of your demon allies, forever. This does not cost
- any Credits.
- Codex Daemonium: An automatic record of all demons you have recruited. By
- default, it shows all demons any character you've played has recruited.
- You can change this behavior in the options menu (accessed in game with the
- '-' key), causing it to either be limited to demons recruited by your
- current character, or to simply show every demon in the game whether you've
- recruited them or not.
- #highlight
- Soul Brands
- As you explore the Tower, you will come across Soul Brands. Soul Brands
- offer those who use them the chance to gain considerable power, but often
- come with conditions that must be met and/or penalties that must be endured
- in order to receive their bonuses.
- The Soul Brand system can be accessed by pressing the 'e' key. Once you
- find a Soul Brand, you can spend a small amount of Credits to apply it to
- yourself or an ally. So long as the requirements of an applied Soul Brand
- are being met, the bonuses and penalties it provides will be in effect.
- It is important to note that it may not necessarily be ideal to seek out
- only those Brands which have no requirements or penalties: each requirement
- or penalty a Brand possesses significantly increases the magnitude of the
- bonuses in turn.
- #highlight
- Relic Upgrades
- Relics can receive upgrades that can alter existing Relic abilities, or
- unlock entirely new ones. Each Relic begins with some upgrades already
- unlocked. Players receive upgrade points as they gain levels, which can be
- used to purchase more upgrades. Different upgrades cost different amounts
- of points.
- #highlight
- #label StartingTips
- 8. Starting Tips
- * You can have up to three allies summoned at once: your first goal in any
- game should be to recruit enough demons to field a full party! (This does
- not apply to Titan's Fist Summoners, who gain great power when walking the
- Tower alone.)
- * You can learn a character's elemental immunities, resistances, and
- weaknesses by mousing over it, and an ability's elemental affinity by
- mousing over it in turn. Assaulting enemies' resistances while they assail
- your weaknesses will lead to a quick death.
- * Proper use of the transmutation functions your relic makes available to you
- is key to your long-term success. Copy Ability and Fuse Demons in particular
- are very important. You can press 't' during the game to access these, and
- other transmutations your relic can provide.
- * Remember your items if you get in trouble. Though consumed when used, well
- spent items can turn defeat into victory.
- * Holding Ctrl while performing movement will have all of your summoned allies
- attempt to follow you as you move. This can be useful when you need to
- reposition or retreat.
- * If you recruit a demon when your stable is already full, you will be forced
- to delete a demon, but you will get the chance to use other Transmutations
- such as Copy Ability first. You can even Fuse Demons and solve the
- overcrowding problem in a more efficent fashion.
- * The tower is full of surprises beyond the normal inhabitants. If you see an
- enemy that looks new or different, right-click it for more details about
- what you are facing.
- * Be wary of Heroes and Summoners. Heroes are humans who travel alone, but
- possess great power... some of which will be yours, should you defeat them.
- A Summoner, like you, possesses well-trained monsters who serve them.
- However, if a Summoner dies, perhaps his or her monsters will be open to
- serving a new master...
- * Some demons are "unique": they spawn only once per game. Plan carefully when
- trying to recruit one of these, you won't get a second chance that
- playthrough!
- #highlight
- #label StatusReference
- 9. Status Reference
- Many status effects are associated with a specific element. Weakness,
- resistance, or immunity to that element will affect the chance of that status
- effect landing on a target.
- #highlight
- Healing Status Effects
- Mended : The target cannot be affected by Mending again.
- Regen : The target is gaining HP over time. Healing per turn is equal to
- 10% of the target's MaxHP. No effect while also Infected, Ignited,
- or Melting.
- #highlight
- Body Status Effects
- Infect : Prevents most forms of HP and SP recovery. Effects that drain
- HP or SP from enemies still work, however.
- Poison : Target is losing HP over time. Damage per turn is equal to 6% of
- the target's MaxHP. This can be fatal!
- Poison+ : Target is losing HP over time. Damage per turn is equal to 12% of
- the target's MaxHP. This can be fatal!
- Poison++ : Target is losing HP over time. Damage per turn is equal to 18% of
- the target's MaxHP. This can be fatal!
- Paralyze : The target sometimes skips its turns, and has trouble evading
- attacks.
- #highlight
- Mind Status Effects
- Sleep : The target cannot take actions or defend itself. Ends immediately
- if target is damaged.
- Panic : The target is acting unpredictably.
- Charm : The target has been turned against its allies.
- Stun : The target loses its next turn, and cannot defend itself.
- #highlight
- Matter Status Effects
- Blind : The target's accuracy is severely reduced, and they only have
- vision of adjacent positions.
- Melting : Target is losing HP over time, and cannot regnerate HP. Damage per
- turn is equal to 6% of the target's MaxHP. This can be fatal!
- Harden : The target is rapidly turning to Stone.
- Stone : The target cannot take actions or avoid enemy attacks, and is
- unable to be Immune or Resistant to Slash, Impact, Pierce, Fire,
- Ice, Electricity, or Matter.
- Held : The target's accuracy, evasion, and movement speed are all reduced.
- Held+ : The target's accuracy, evasion, and movement speed are all greatly
- reduced.
- Held++ : The target's accuracy is severely reduced, and it cannot avoid
- enemy attacks or move.
- #highlight
- Light Status Effects
- Guilt : The target's attackers are healed for 10% of their MaxHP when they
- do damage to it. Reactive abilities do not trigger Guilt.
- Mute : The target cannot use magic-based abilities.
- #highlight
- Dark Status Effects
- Agony : The target cannot be affected by Agony again.
- Pariah : Damaging the target will also cause each of its allies it can see
- to take damage equal to 5% of their MaxHP. Reactive abilities do
- not trigger Pariah.
- Hex : The target's physical attacks do much less damage, and their
- Slash, Impact, and Pierce resistance levels are reduced unless
- they are Weak or Immune to the type in question.
- #highlight
- Fire Status Effects
- Ignite : Target is losing HP over time, and cannot regnerate HP. Damage per
- turn is equal to 6% of the target's MaxHP. This can be fatal!
- #highlight
- Electricity Status Effects
- Shock : The target loses its next turn, and cannot defend itself.
- #highlight
- Ice Status Effects
- Chill : The target's Accuracy, Evasion, and movement speed have all been
- mildly reduced.
- #highlight
- Debuff Status Effects
- OFFDown : The target's physical and magical attacks do less damage.
- Cancelled out by OFFUp.
- OFFUp : The target's physical and magical attacks do more damage.
- Cancelled out by OFFDown.
- DEFDown : The target receives more damage. Cancelled out by DEFUp.
- DEFUp : The target receives less damage. Cancelled out by DEFDown.
- ACCDown : The target's physical and magical attacks miss more often.
- Cancelled out by ACCUp.
- ACCUp : The target's physical and magical attacks hit more often.
- Cancelled out by ACCDown.
- EVDDown : The target is easier to hit with physical and magical attacks.
- Cancelled out by EVDUp.
- EVDUp : The target is harder to hit with physical and magical attacks.
- Cancelled out by EVDDown.
- SPDDown : The target is taking turns less frequently. Cancelled out by SPDUp.
- SPDUp : The target is taking turns more often. Cancelled out by SPDDown.
- #highlight
- Non-elemental Status Effects
- Heroism : The target's power, defense, and status resistance are drastically
- increased. Also halves SP costs and cooldown durations.
- Distrust : You failed to link with this target: it will not allow a second try.
- #highlight
- #label ControlReference
- 0. Control Reference
- #highlight
- Main Game
- F1, ? = Access in-game help
- Arrow Keys, Numpad = Move / Swap With Ally / Basic Attack
- Interact with wall object
- y k u = Move / Swap With Ally / Basic Attack
- h l Interact with wall object
- b j n ("vi keys", requires vi keys option enabled)
- Left-Click visible cell = Non-combat: Travel to that cell.
- = Combat: Move / Swap With Ally / Basic Attack
- Ctrl + Any Move/Swap/Attack = Move / Swap With Ally / Basic Attack, and all
- allies attempt to follow on their next turn
- Shift + Vi Keys or Arrows = Move / Swap With Ally / Basic Attack, and all
- allies attempt to follow on their next turn
- . or 5 on Numpad w/ Lock On = Pass turn
- , = Pass half a turn
- Left-Click main character = Non-combat: Rest until fully healed (includes
- summoned allies), or Wait
- Combat: Pass turn
- Ctrl + Any Pass turn = Pass half a turn and all allies attempt to move
- towards you on their next turn
- 1-8 on Main Keyboard = Use ability in indicated slot
- Left-Click ability = Use ability
- z , = = Swap two non-empty ability hotkeys
- a = Link with an enemy
- s = Summon an ally (3 allies active is the limit)
- t = Open transmutations menu to use Copy Ability,
- Fuse Demons, Restore Demon, etc.
- d = Dismiss / Unsummon an ally
- Shift + d = Delete an allied demon permanently
- v = View all allies
- Shift + v = View your party's elemental affinity report
- r , w = Rest until fully healed (includes unsummoned
- allies), or Wait
- i = Use a carried item
- e = Open brands menu to use Apply Brand,
- Remove Brand, Delete Brand.
- c = Issue a command to your allies
- g = Interact with ground object
- p , < , > = Use stairs/portal
- Tab , m = View current level auto map
- o = Auto-explore, decline Brand pick-up
- Shift + p = Travel to known point of interest
- Shift + s = Save the game
- q = Save and return to character select
- Shift + q = Save and exit
- F11 = Toggle fullscreen mode (during main game only)
- x , Right-Click character = Examine a character's detailed character
- sheet (in gamr or on list)
- Mouse Over = Get basic tooltip information for abilities,
- items, and characters
- F10 = Save out a text file containing a 'dump' of your
- current party.
- Ctrl + q = Suicide current character
- - = Open options menu
- F12 = View recent messages
- ~ = Display version, score, and cycle
- \ = View top high scores
- | = View online stats for your relic wraiths
- #highlight
- Ability Targeting
- Arrow Keys, Numpad, Mouse = Move Cursor
- Left-Click, Enter = Use ability on current target
- Left-Click active ability = Use ability on current target
- Escape = Cancel ability use
- #highlight
- Menus
- Enter = Choose a random menu selection
- (Character creation only)
- Left-Click = Choose menu selection
- a-z, Shift + a-z = Choose menu selection
- Right-click (off window) = Go back one menu / close menu
- Escape = Go back one menu / close menu
- Mouse Over = Get basic tooltip information
- Right-Click = Examine a character's detailed character
- sheet (character lists only)
- View what abilities a modifier can give
- as bonuses (character modifier lists only)
- Up Arrow, Down Arrow = Scroll up/down by element
- Mouse Wheel = Scroll up/down by element
- Page Up, Page Down = Scroll up/down by page
- Left Arrow, Right Arrow = Change page (Character Sheet)
- #highlight
- Dialogue
- a-e = Response selection
- Left-click = Response selection
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