Demon Tactic - Turn-Based Roguelike RPG Game





















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[07] Wood floor. You can move here freely.
[WA] Wall. You can climb there, if you know how to climb. You can fly there. Nobody can shoot through there.
[LL] Lava. You will die if walk there.
[tg] Mushrooms. You can jump through this. You can fly there. Nobody can shoot through this.
[PP] Pit. You will die if walk there.
[MM] Little mountain. You can climb there, if you know how to climb. You can fly there. Nobody can shoot through there.
[02] Old stone floor. You can move there freely.
[01] Stone floor. You can move there freely, maybe little more comfortable.
[00] Simple cave floor. You can move here always freely.
[x1] Bushes in cave. You can not run through there as normal.
[tt] Tree. You can jump through this. You can fly there. Nobody can shoot through this.
[WW] Impassable terrestrial rocks.
[x3] Bushes in grass. You can not run through there as normal.
[03] Withered green grass. You can move there freely.
[sa] Sand. You can not run through there as normal.
[05] Old dirt. You can move here freely, but not very comfortable.
[x2] Bushes in mud. You can not run through there as normal.
[sr] Swamp. You will have some long walking through this on foot.
[04] Dirt. You can move here freely, but not very comfortable.
[rr] River. You will have long walking through this on foot.
[99] Exit from cave. You can move here freely. You must stay here one turn for moving in another area.
[aa] Starting position. You can move here freely.
Demons. Denizens of another plane. Though completely alien, they are not always cruel and evil, but all of them are unbelievably strong and intelligent. Their plane is connected to this world and because of this link they can often be summoned here versus their will.
Hostiles. Not necessarily evil, they are just hostile to all creatures and tend to attack them on sight.
Orc Legion. Alliance of all orclike races. It consists of orcs, goblins and trolls. They live in tribal society with cruel but fair laws. They are very aggressive to other races.
Devils. Guests from the inferno plane. They are the worst enemies of demons. Humans usually do not see the difference between demons and devils. Devils aim to subjugate this world from the ages long past.
Dark elves. Also known as gray elves. Mutated race of elves, that fled deep underground and now pray to the spider goddess.
dm (neutral)
Actions=1 Fatique=0 Weight=4
Attacks: lunge(0) shoot(2,1,3,o).
dm (neutral)
Actions=1 Fatique=0 Weight=5
Attacks: lunge(0).
dm (neutral)
Actions=1 Fatique=0 Weight=6
Attacks: lunge(0) shoot(2,1,4,i) blast(50,6,8,i).
dm (neutral)
Actions=1 Fatique=0 Weight=5
Attacks: lunge(0) kick(0) shoot(50,1,4,f).
ev (hostile)
Actions=1 Fatique=0 Weight=20
Attacks: .
or (hostile)
Actions=1 Fatique=0 Weight=12
Attacks: kick(0) lunge(2).
dv (hostile)
Actions=1 Fatique=0 Weight=7
Attacks: kick(0).
ev (hostile)
Actions=1 Fatique=0 Weight=10
Attacks: kick(0) lunge(1).
de (hostile)
Actions=2 Fatique=0 Weight=6
Attacks: kick(0) shoot(2,4,6,w).
This bomb normally have weight of 2.This is pretty rude type of explosives, used mostly by not tech advanced humans.
Bomb will explode on next turn after appearing.
This bomb normally have weight of 1.Here was used some strange materials.
Bomb will explode on next turn after appearing.
This bomb normally have weight of 6.This bomb of rough work is not more explosive but harder to kick.
Bomb will explode on next turn after appearing.
rel: neutralhp: 2 / 2
armor: 0
stun: 0
kicking it: stun=1; distantion=1 with 100%
rel: neutralhp: 3 / 3
armor: 0
stun: 0
kicking it: stun=1; distantion=1 with 28%
rel: neutralhp: 2 / 2
armor: 0
stun: 0
kicking it: stun=1; distantion=1 with 40%
rel: neutralhp: 4 / 4
armor: 1
stun: 0
kicking it: stun=1; distantion=1 with 40%
rel: hostilehp: 1 / 1
armor: 3
stun: 0
(!) damage: 2
kicking it: stun=1; distantion=1 with 20%
rel: neutralhp: 2 / 2
armor: 0
stun: 0
kicking it: stun=1; distantion=1 with 100%
rel: neutralhp: 2 / 2
armor: 0
stun: 0
kicking it: stun=1; distantion=1 with 40%
rel: neutralhp: 3 / 3
armor: 0
stun: 0
kicking it: stun=1; distantion=1 with 28%
rel: hostilehp: 1 / 1
armor: 1
stun: 0
kicking it: stun=0; distantion=1 with 3%
rel: hostilehp: 1 / 1
armor: 1
stun: 0
kicking it: stun=0; distantion=1 with 3%
rel: hostilehp: 1 / 1
armor: 1
stun: 0
kicking it: stun=0; distantion=1 with 3%
rel: hostilehp: 3 / 3
armor: 2
stun: 0
kicking it: stun=0; distantion=1 with 7%
rel: hostilehp: 2 / 2
armor: 0
stun: 0
(!) damage: 3
kicking it: stun=1; distantion=1 with 10%
rel: hostilehp: 2 / 2
armor: 0
stun: 0
(!) damage: 2
(!) actions: 2
kicking it: stun=1; distantion=1 with 28%
rel: hostilehp: 1 / 1
armor: 1
stun: 0
kicking it: stun=0; distantion=1 with 3%
You can eat this corpse (wait here one turn). It will give you +1 energy until max, then +1 hp, then +1 exp.
You can eat this corpse (wait here one turn). It will give you +1 energy until max, then +1 hp, then +1 exp.
You can eat this corpse (wait here one turn). It will give you +1 energy until max, then +1 hp, then +1 exp.
You can eat this corpse (wait here one turn). It will give you +1 energy until max, then +1 hp, then +1 exp.
You can eat this corpse (wait here one turn). It will give you +1 energy until max, then +1 hp, then +1 exp.
You can eat this corpse (wait here one turn). It will give you +1 energy until max, then +1 hp, then +1 exp.
You can eat this corpse (wait here one turn). It will give you +1 energy until max, then +1 hp, then +1 exp.
You can eat this corpse (wait here one turn). It will give you +1 energy until max, then +1 hp, then +1 exp.
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Lunge (1 damage, in straight line to enemy).
-
Slash (1 damage, move near enemy to a tile adjacent to it).
-
Jump strike (1 damage, requires at least 1 energy point for jump).
-
Dart (1-2 damage + bonuses, one use per battle, requires energy).
-
Kick (Knockback + stun effect, works only if hero's strength exceeds enemy's weight).
-
Basic move (Allows moving for 1 tile; requires free terrain; unavailable if hero is stunned).
-
Hindered move (Some terrain types will exhaust/stun the hero if he moves through them).
-
Rest (Stunned hero must stand still to regain basic move ability; resting 4 times in a row replenishes 1 point of energy (1 max)).
-
Jump (allows to move at 2+ tiles at once; good for bypassing rough terrain; spends energy).











Your priority task at all times is survival. Thus the player must consider their options and plan their actions carefully.
Also, the player must correctly assess the chance of a victory and retreat in time in no-win situations.
This is particularly crucial as the escape path is not always available when the hero's already drawn into a fight.
The basic tactics for a succesful game is to receive as minimum damage as possible.
You need to learn enemies' skills and traits and pay attention to how much damage they are able to withstand and how hard they may hit you.
And most importantly you should learn how to escape. Vast energy reserves and increased jump radius make a safe retreat much easier.
Monsters.
If you hover your mouse over the unit, you can see its current characteristics in the lower right information box:
General characteristics: (found in unit's general description field when you hover over the unit with a cursor)
Hero has the following characteristics:
Unit perks and abilities
Some units have special perks and abilities that determine their strengths and weaknesses.
You can see the list of unit perks and abilities in the lower information block while targeting the unit with the cursor.
Perks listed in the first picture: damage(-1), stun(2); attack skills listed: kick(3), shoot(4,1,3,w).
Targeting the perk with the mouse cursor allows you to see its detailed description in the information box on the right side of the interface.
Second picture features the description of the way perk or skill works. Here you can see damage as an example -
it is the perk name, while the value in brackets is one of possible values of this perk.
Value -1 for this skill means that unit damage output will be reduced by one point, making it equal to zero in this case.
Unit abilities are shown in the same information block as perks.
For example, attack shoot(4,1,3,w) means, that this monster has a ranged attack, which it can use
with 4 turn cooldown with a range from 1 to 3 tiles, while w value describes the attack type(element) -
"web" in this case
(f - fire type, for example). Amount of damage inflicted by this attack may vary according to correspondent abilities' values.
Hero skills are exceptional, as the hero is a unique fighter belonging to the clan of demon warlords. These skills differ much from other units' abilities, making the player's character flexible and powerful enough to survive in the most grave situations.
Aggressive / Peaceful mode. Mode selection does not spend an action during player's turn.
When aggressive mode is active, the hero can attack both allies and enemies.
When peaceful mode is active, the hero can only attack enemies. The default setting is peaceful mode.
Kicking or position switching.
When kicking mode is active, the hero is able to kick an adjacent target unit regardless of its alignment (allied or hostile).
When position switching mode is active, the hero will kick hostile units and switch positions with the allied units.
The default setting is position switching.
Allies do not become hostile if the hero kicks them, but if this will result in the allied unit's death, all other allies of the same faction will turn hostile.
Potions.
The hero can loot and buy rare useful potions, for example, the potion of energy.
Using potions does not spend an action during player's turn.
Potions are difficult to obtain, but they can be a significant advantage in the toughest battles.
Factions' relations.
If the hero wants to become an ally to one of the factions, he should know both enemies and allies of this faction.
Relations information is available in the "Factions relationship" table positioned to the right of potions counter.
Shown example demonstrates that Vampires are in a sturdy alliance with the Necromancers and in a fragile alliance with the Mages Guild.
Also vampires loathe the Holy Church and dislike some other factions.
Basically it means that in order to make an alliance with the Vampires the player should aid the Vampires, Necromancers and Mages Guild, as well as
fight all the enemies of Vampires faction.
Hero army.
Hero can build his own small army during his journey.
The hero can summon his troops at any moment of the battle to the tiles adjacent to his position by clicking on the unit icon in the army block positioned in the lower information window.
Summoning units does not spend an action during player's turn.
Summoned units are returned into reserves automatically when hero leaves the map, but they cannot be withdrawn during the battle.
(escaping from the map is the only option).
The player should learn to use his resources in time of need as well as keeping them, else he risks dying because of his greed.
Hero armor.
The hero may find different variants of armor in his travels.
When the armor status is "ready", the first attack directed at the hero will be completely absorbed by the armor
including the negative effects.
But at the same time durability the armor will be reduced and in the end after sufficient amount of hits armor will be destroyed.
If the hero is attacked when armor is not ready yet, the hero will receive full damage from the attack and armor still will lose some durability.
Wise use of even the weakest armor allows to defeat even the most powerful bosses.
Demonic eye.
The hero has a magical ability to anticipate dangerous situations.
Targeting the demonic eye with the cursor will highlight possible unit attack routes on the map.

[
Antiquum Cult
Holy church
Dark Legion
[
[
Dwarves
[
Fiends
Free farmers
Mages Guild
New order
[
[
Necromancers
Saurians
Steel hive
Hexapod Swarm
Vampires
Neutrals