Members of the same Tribe know each other and can communicate with each other in a QT set by GM. All players can communicate in the thread. Communication outside thread and outside QTs set by GM is FORBIDDEN.
Every Tribe has a Leader, decided randomly as well. The Leader is the most important player in every Tribe, as the whole Tribe falls if the Leader dies.
The game is divided into Turns. The game begins with Turn 0 (T0), which is a "Preparation Turn". It's a 72 hours Turn during which all players must submit, through a private message to the GM, what Demon Form (DF) they wish to have.
Choosing DF is equivalent to "choosing a role", as it defines your weakness, strengths and available commands. Players who play with a Leadership Rank must also choose what Demon Avatar (DA) they wish to use. Those grant even further powers (See: Ranks for further info about DAs and Leadership ranks)
Every player (excluding those whpersoo use DAs) begins the game with 100 HP and 100 SP. Once a player's HP reaches 0, the player dies and can no longer participate.
If a Leader of a certain Tribe dies, all members of the Tribe follow suit. The Tribe is then eliminated from the game.
After 72 hours, or once all actions are submitted, T1 will end. All actions will be resolved and then T2 will begin. This cycle will keep on going until endgame.
- A single Tribe remains. Members of the Tribe will receive 1 WIN, whereas the Leader will receive 1.5 WINS
- No Tribes remain. All players get 0.5 WIN.
In addition, all players will receive 1 Played point once game is over.
[Basic] - Must read.
[Moderate] - Often more complex mechanics that help planning ahead better. Not strictly a must or might be learned through experience, but highly recommended to be read anyways.
[Advanced] - Deep game related mechanics that may cause a headache to some.
Offense Types [Basic]
Physical is often shortened to Phys whereas Electricity to Elec.
Fire, Ice, Wind and Elec together are called Elements.
Expel and Death together are called Fatal.
Hunt is usually treated as Physical, aside some rare specific cases.
Phys attacks can occasionally deal a "Critical Hit", which deals double damage. Chance of dealing critical hit written as "x% Crit" in commands' descriptions.
Aliments wear off over time (Temporary), or remain until removed by specific means (Constant). Aliments can be removed with Patra commands.
Shock – Affinity becomes “Weak” to all elements. 100% remove after 1 turn.
Freeze – Received Phys dmg is always critical. 100% remove after 1 turn.
Fear – Hunt commands do triple damage and pierce through resistance to physical attacks. 30% remove every turn.
Sleep – Can’t act. Recover 5 HP and 5 SP every turn. Received physical damage is always critical. 30% remove by turn. 100% remove by Phys dmg.
Bind – Can’t act. 40% remove by turn.
Panic – 20% to do nothing, 80% to execute random action on random target. 30% remove by turn. 60% remove by Phys dmg.
Charm – 30% to do nothing, 70% to heal foe or to use Attack on ally. 35% remove by turn. 70% remove by Phys dmg.
Poison – 5 dmg every turn.
Mute – Can’t use Magic & Support skills.
Stun - Hit rate for all offensive commands drops by 50%.
Curse – Any dmg you deal will be dealt to you as well.
Weak - DF is vulnerable to attacks of this type. The vulnerability comes into play in the following ways:
- Physical, Elemental and Aliment attacks will deal double dmg.
- Fatal and Aliment attacks will have double success rate.
Strong - DF is resistant to attacks of this type. The resistance comes into play in the following ways:
- Physical, Elemental and Alimentary attacks will deal halved dmg.
- Fatal and Aliment attacks will have halved success rate.
Null - DF is isn't affected by attacks of this type in any way.
Repel - DF isn't affected by attacks of this type, and the attacks are also reflected back toward their users.
Drain - DF absorbs any dmg dealt by attacks of this type.
Weak Affinity is generally referred to as "Weakness", whereas the rest referred to as "Resistance".
Note: Affinity to 'Aliment' type also includes inside affinity to being inflicted with various aliments, even by commands which are NOT of the Aliment type. Ex: Null Aliment means "Not affected by Aliment Magic" + "Can't be inflicted with any aliment".
Double Clash [Moderate]
- If a player is hit in his weakness or hits a resistance of another - he loses the right to gain a Double Clash that turn.
- "Miss" counts as "hitting resistance" in this case. "Miss" happens when a command fails to hit target. Commands that have a certain "success rate", such as Expel, don't "Miss" if their effect didn't come into effect. They miss only in case they failed to target the foe.
- Scoring a Critical hit counts as exploiting weakness.
- Actions with "success rate", such as Expel, will still exploit weakness even if their effect ends up not coming into fruition.
Fear & Hunt [Moderate]
Miss - 20%
Strong - 20%
Null - 30%
Drain - 40%
Repel - 50%
By being attacked
Critical - 20%
Weakness - 40%
When inflicted with the Fear aliment, Hunt commands targeting the player will pierce through any physical resistance he got and will deal TRIPLE DAMAGE. As Hunt attacks are in essence physical attacks, they can also score a critical hit. This will result in a x6 dmg.
Also, if Hunt attack is dealt as a finishing blow, the attacker will devour foe and recover full HP & SP.
Devoured players can't be revived.
Each of the three can be buffed and debuffed up to 4 times, resulting in overall 9 possible "ranks". 4 positive ranks, 4 negative ranks and 1 neutral rank, which is the starting point.
Every parameter affects battle performance in the following way:
Strength: Affects dmg of attacks you execute (60%, 70%, 80%, 90%, 100%, 110%, 120%, 130%, 140%)
Defense: Affects received dmg (140%, 130%, 120%, 110%, 100%, 90%, 80%, 70%, 60%)
Agility: Lowers hit rate of own actions (60%, 70%, 80%, 90%, 100%) or of harmful actions targeting you (100%, 90%, 80%, 70%, 60%)
Shield commands are used to alter the Affinity of allies in order to protect them from specific harmful attacks. The Affinity alteration sticks either for a limited number of turns (often a single one) or until the player was hit with that specific Affinity.
It is very important to remember that Shield effects CAN'T be stacked. It means that only ONE Affinity alteration is possible at a time. Any new cast Shield effect will overwrite previously existing effect if such exists.
Information Leak [Basic]
Add-On actions are actions which can be performed in addition to performing a main action that turn. They still have a cost, and are limited to being used only a certain number of times per turn/s.
There's 60% only the sub-category of the action will be revealed (Basic, Physical - Single/Multi/Hunt, Magic - Element/Fatal/Aliment, Support - Healing/Status/Shield/Special) and 40% the full name of the command to be revealed. A player who didn't execute an action, or couldn't execute an action, will be listed as "did nothing".
In addition, the "state" of two random players will be revealed. State refers to any aliment inflicted to the player. "Healthy" means there are no inflicted aliments.
Personal Log [Moderate]
1) Cost paid for executed actions.
2) Whatever you hit enemy's weakness/resistance, scored critical hit or missed.
3) Any damage/recovery you received, including the element of the attack/s dealing the damage. Attacks that failed to deal damage (nulled/repelled) or missed will still be mentioned.
4) Any aliment inflicted or was cured.
5) Any Buff/Debuff you have received.
6) Any Affinity alteration happened to you and remains even after the Turn is over.
Balancing Promotion [Advanced]
Ranks will be counted in the following way:
Private / Second Lieutenant will be counted as '1'.
Every single rank up will result in adding another point (ex: Corporal / First Lieutenant = '2', Sergeant / Captain = '3' and etc).
General, due to being a unique rank, won't count as a "rank up" according to said balancing system.
As players are free to choose own ranks as the game begins, as well as complete randomization is vital to the game, the initial distribution more often than not WON'T be balanced. In order to enforce balance, certain players will be temporarily promoted, for the duration of the game. Said promotion will be known only to the promoted players themselves and their Tribe.
Players playing with Leadership rank will have a higher chance of being promoted, calculated as "2 x increased chances to become a Leader". Ex: Second Lieutenant, who has 2x chance to become a Leader, will have a chance of 4x to be promoted.
Note that this balancing mechanic is also used for situations where not all Tribes have the same amount of members.
Actions Resolution [Advanced]
2) Physical & Magic
3) Aliment is inflicted/removed. Aliment removed by Support command will be removed back in (1).
In their respective groups, the order of the actions is decided by the order of received PMs. While usually that won't affect much, there are various scenarios where this might come into play:
- Two or more Shield commands cast on the same Tribe. The command cast last will overwrite the rest.
- Fatal commands will deal less dmg if target a player who already received dmg. Ex: A player who had 100 HP will receive 25 dmg (25% * 100) from Hama. But if before that he was hit and received 20 dmg, now having 80 HP, he'll receive 20 dmg (25% * 80) from Hama.
As these scenarios aren't many, it's advised to NOT rush decisions based solely on fear of encountering one of them.
Defeating Mobs usually results in a variety of prizes. HP/SP recovery, Play/Win points and in some cases even... promotion!
"Defeating a Mob" is equivalent to "Dealing damage to the Mob on the turn it dies". Note that "Defeating a Mob" isn't always the condition to receive the prize, even though in practice it's more often is.
Protip: Understand the Mobs through the plot. AKA "Read the scenes carefully".
But wait. There's more!
What happens if you use the Talk command on a Mob?
The Mob might treat you nicely and help you, or on the contrary find you not to his liking and harm you. So talk to them on your own risk. Think about whatever the Mob will find you appealing based on your DF, DA, Rank and more. Note that you can talk with every Mob only ONCE.
Leadership rank grants more power. It allows to choose the last DF of the corresponding group, as well as wearing a "Demon Avatar", an add-on that alters Max HP/SP and gives the player extra unique effects.
However, players with Leadership ranks have higher chance of becoming the Leaders of their Tribe. Hence, are much more likely to be targeted by others as soon as the game begins.
With great power - comes even greater risk
When signing up to a game, any player who can choose between a Regular and Leadership rank must state as what rank he prefers to play this game.
Private Conditions: None
Corporal Conditions: 3 Played
Sergeant Conditions: 6 Played
First Sergeant Conditions: 10 Played, Promote Corporal
Master Sergeant Conditions: 15 Played, Promote Sergeant
Sergeant Major Conditions: 20 Played, Promote First Sergeant & First Lieutenant
Command Sergeant Major Conditions: 30 Played, Promote Master Sergeant & Major
Second Lieutenant Conditions: 1 Win, x2 Leader
First Lieutenant Conditions: 2 Wins, x2 Leader
Captain Conditions: 4 Wins, x3 Leader
Major Conditions: 6 Wins, x3 Leader
Lieutenant Colonel Conditions: 9 Wins, x4 Leader
Colonel Conditions: 12 Wins, x4 Leader
Lieutenant General Conditions: 15 Wins, x5 Leader
General Conditions: 20 Wins & Highest Win, x10 Leader
Only those who have more than one rank on the table can choose between Regular and Leadership ranks.
Blue Points - Are "Leadership Points". Leader of winning Tribe gains 1.5 winning points instead of 1 point. The extra 0.5 point is blue.
Red Points - Are "Bonus Points" awarded through extra bonus mini-games and the like.
The last DF in every group can be used only by players who play with a Leadership rank
Private / Second Lieutenant
Corporal / First Lieutenant
Sergeant / Captain
Can be used only by Leadership ranks
Talk - Open a QT with target for the rest of the game.. Add-on. Once per turn. 4 SP
Fake Leak – Input fake information to be revealed about your main action in Information Leak. Add-on. Once per two turns. 5 SP
Watch – Get information about target’s state. 1 Foe. Add-on. Once per two turn. Cost removed if info revealed in Information Leak. 3 SP
Betray – 1 Foe. If your Tribe is defeated this Turn, join target’s Tribe. Add-on. Once per turn. 10 SP
Banish – 1 Ally. Remove target from the Tribe and turn him into an outcast who can’t join any Tribe, and must win by remaining sole survivor. Add-on. Once per turn. Can be used only by Leaders. 1 HP
Lunge – 15 Phys dmg. 1 Foe. 20% Crit. 3 HP
Cleave – 18 Phys dmg. 1 Foe. 20% Crit. 5 HP
Hell Thrust – 20 Phys dmg. 1 Foe. 25% Crit. 7 HP
Might Gust– 24 Phys dmg. 1 Foe. 25% Crit. 10 HP
Brutal Slash – 28 Phys dmg. 1 Foe. 25% Crit. 12 HP
Stun Bite – 12 Phys dmg. 20% Stun. 1 Foe. 20% Crit. 5 HP
Skewer – 12 Phys dmg. 20% Poison. 1 Foe. 20% Crit. 5 HP
Skull Cracker – 12 Phys dmg. 30% Panic. 1 Foe. 20% Crit. 5 HP
Dark Sword– 15 Phys dmg. 30% Mute. 1 Foe. 20% Crit. 10 HP
Venom Bite – 15 Phys dmg. 30% Poison. 1 Foe. 20% Crit. 10 HP
Mad Rush – 12 Phys dmg. 1 Foe’s Tribe. 20% Crit. 6 HP
Rampage – 15 Phys dmg. 1 Foe’s Tribe. 20% Crit. 9 HP
Deathbound – 18 Phys dmg. 1 Foe’s Tribe. 25% Crit. 15 HP
Devour – 10 Phys/Hunt dmg. 1 Foe. 20% Crit. 5 HP
Devil Feast – 10 Phys/Hunt dmg. 1 Foe’s Tribe. 10% Crit. 12 HP
Rend Asunder – 18 Phys/Hunt dmg. 1 Foe. 20% Crit. 10 HP
Agi/Agilao/Agidyne – 14/20/30 Fire dmg. 1 Foe. 2/4/8 SP
Garu/Garula/Garudynoe – 14/20/30 Wind dmg. 1 Foe. 2/4/8 SP
Bufu/Bufula/Bufudyne – 10/14/20 Ice dmg. 20%/30%/40% Freeze. 1 Foe. 2/4/8 SP
Zio/Zionga/Ziodyne – 10/14/20 Elec dmg. 20%/30%/40% Shock. 1 Foe. 2/4/8 SP
Maragi/Mabufu/Magaru/Mazio – Cast Agi/Bufu/Garu/Zio. 1 Foe’s Tribe. 6 SP
Maragion/Mabufula/Magarula/Mazionga – Cast Agilao/Bufula/Garula/Zionga. 1 Foe’s Tribe. 12 SP
Hama/Hamaon – Reduce current HP by 25%/50%. Expel. Success: 70%. 1 Foe. 8/18 SP
Mudo/Mudoon – Reduce current HP by 50%/80%. Death. Success: 40%. 1 Foe. 8/18 SP
Mahama/Mamudo – Cast Hama/Mudo. 1 Foe’s Tribe. 20 SP
Mahamaon/Mamudoon – Cast Hamaon/Mudoon. 1 Foe’s Tribe. 45 SP
Lullaby – 40% Sleep. 1 Foe. 5 SP
Shibaboo – 40% Bind. 1 Foe. 5 SP
Pulinpa – 40% Panic. 1 Foe. 5 SP
Sexy Gaze – 40% Charm. 1 Foe. 5 SP
Poisma – 30% Poison. 1 Foe. 5 SP
Makajam – 30% Mute. 1 Foe. 5 SP
Blood Curse – 30% Curse. 1 Foe. 5 SP
Dormina – 25% Sleep. 1 Foe’s Tribe. 10 SP
Marin Karin – 25% Charm. 1 Foe’s Tribe. 10 SP
Makajamon – 20% Mute. 1 Foe’s Tribe. 10 SP
Wicked Curse – 20% Curse. 1 Foe’s Tribe. 10 SP
Dia/Diarama – Restore 16/30 HP. 1 Ally. 6/18 SP
Media/Mediarama – Restore 16/30 HP. All allies. 16/40 SP
Patra/Me Patra – Cure aliments. 1 Ally/All Allies. 10/22 SP
Tarukaja/Rakukaja/Sukukaja – Buff Strength/Defense/Agility by 1 rank. All allies. 16 SP
Tarunda/Rakunda/Sukunda – Debuff Strength/Defense/Agility by 1 rank. 1 Foe’s Tribe. 16 SP
Taunt – Debuff Defense by 2 ranks and buff Strength by 2 ranks. 1 Foe’s Tribe. 20 SP
Enervate/Piercing Echo/Fog Breath - Debuff Strength/Defense/Agility by 2 ranks. 1 Foe’s Tribe. 35 SP
War Cry/Tetra Nova/Dark Mirage – Buff Strength/Defense/Agility by 2 ranks. All allies. 35 SP
Dekaja - Return all positive Status ranks to normal. 1 Foe’s Tribe. 15 SP
Dekunda - Return all negative Status ranks to normal. All allies. 15 SP
Void/Reflect/Absorb X – Turn resistance to X into Null/Repel/Drain for this turn. All allies. 3/6/8 SP
Unique: Void Fatal [7 SP]
Break X – Remove resistance to X. 1 Foe. 20 SP
Analyze – Check to what Tribe belongs the target, as well as whatever he’s the Leader and what’s his rank. 1 Foe. 5 SP
Scan – Get information on target’s Demon Form & Demon Avatar, including current status. 1 Foe. 7 SP
Investigate – Get the information of both Analyze and Scan. 1 Foe. 12 SP
Deathtouch– Steal 15 HP. 1 Foe. 5 SP
Spirit Drain– Steal 15 SP. 1 Foe. 5 HP
Rankaja/Rankanda - Promote/Demote Demon Form by 1 Rank for the duration of battle. Can’t promote beyond own Rank. 1 Ally/1 Foe. 25 SP
Icicle/Electro – Attack command has 20% to inflict Freeze/Shock to target
Auto-Taru/Raku/Suku - Begin the game with the effect of Tarukaja/Rakukaja/Sukukaja x 2