
Latest version : COMPLETE EDITION (FULL+EXTENDED) v1.30
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Prequel >> Demonio 2
DESCRIPTION
A fast paced RPG with Chrono Trigger-like Battle System and "3 x 3" concept.
STORY
Three hundred years ago, a monumental war raged among the three clans of the Demon World. Lucifer and his Diablos Legion nearly emerged victorious, until a figure from the Daegon Clan emerged supernaturally undefeated against the entire legion. His name was Lapans, and he later ascended to claim the Fire Throne, reigning over the Demon World.
Fast forward three centuries...
Three legendary heroes are fated to save the Kingdom of Trilands from the malevolent Demon King, Lapans, whose twisted desire is to destroy the Mortal World for his own amusement—a plan of sheer evil and folly. However, in the final dungeon, the heroes are inexplicably defeated with ease. This unexpected turn of events challenges the belief that destiny guarantees victory for the chosen heroes.
To unravel this perplexing "destined-but-failed" scenario, the Demon King himself, Lapans, undertakes an investigation.
BASIC RUNES GUIDE
RUNES >>
CHARACTERS

Laharpanas Daegon
The current Demon King, Laharpanas, is quite the character. He's rude, arrogant, and merciless, but hey, at least he's consistent! The only good thing about this guy? Well, he's undefeated. It's like he's the king of being rude and winning at the same time!

Zamber Gledegh
Meet Zamber, one of the three Thunder Gods. He's always been deeply cynical about demons and humans. Mastering the Thunder Sword Arts, he boldly proclaimed himself as Lapans' rival. Talk about a lightning bolt of confidence, right?

Tou Vanbadai
Formerly dedicated to the Temple of Thunder, this wind-bending priest has flipped the script! Now, he's a top-tier womanizer, constantly charming any attractive lady he crosses paths with. It's like he got swept up in a gust of change and blew right into the world of smooth-talking heartbreakers!
FEATURES
Easy Leveling, Intense Battle
You can develop your skills and attributes without resorting to level-grinding. It's relatively easy to reach the maximum level for each character. Victory in battles hinges on strategy, buff combinations, and the speed of your reaction and determination.
Fast paced Story with twists and turns
In 3 separate 3-hour play sessions, players will encounter crucial decision-making moments and moral dilemmas that significantly impact gameplay and determine the ending they receive. Additionally, there's a peripeteia—a sudden reversal of circumstances or fortune—when reaching a certain point in the game, adding unexpected twists to the storyline.
The 3 x 3 Concept
3 Main Characters, 3 Main Quest, 3 Side Quests, 3 Different Endings, 3 Worlds, 3 Towns, 3 Fields, 3 Dungeons, 3 Secret Areas, 3 category of items with 3 items per category, 3 Swords for each character with 3 upgrades, 3 Weapon Fusions, 3 Magic Schools with 3 Elements, 3 Levels Runes, 3 Synthesizers, 3 x 3 areas with 3 x 3 tiles per area, and the other 3s...
SCREENSHOTS
Spoiler



ADVANCE RUNES GUIDE
Actually it's a feedback for runes balance, posted by no2ironman1100 in page 2.
You can read it for runes reference.
Posted by no2ironman1100
Time seems to be way strong. It's stats pretty much makes it ALWAYS better than the other undefined runes.
Curse has the worst stats so far: You get it around endgame, where your hp is in the 8-900 at minimum. So the HP boost is negligeable, and time gives a way bigger action boost (+astral, ap boost). Curse even has a chance reduction, which I assume is your dodge rate or critical hit/hit chance. (Don't know) which makes it even worse stats wise.
The curse ability is nice for slow teams (compared to ennemy), but on quick teams you'd rather deal extra damage than take off half of their turns. Seeing how optimal play seems to go, I'd rather use Time most of the time(excuse pun);
Or Space Which has a larger AP boost that can be usefull for going through an area or a character playing as support using def-rune, Since extra speed does nothing if you run dry of energy in a short time.
Overall, Time dominates in boss battles (usefull spell with slow or speed up that gives you ap) or farming (extra speed helps you use a melee build to farm mobs) Effectively making it the go-to spell for most things.
I haven't tested the abilities of space yet, But unless they deal crazy amounts of damage, I'd rather use the damage abilities of thunder or fire, Or use my SP abilities more by using time lvl2/3 to slow/accelerate, Right ?
In general, you can just take Time level 2/3 for any build and filll in the gap
All defense runes are usefull.
Water has good stats, and it has a usefull ability (lots of strong ennemies use astral, Astral dmg reduction is very good)
Earth has lower stats than water or metal, But it has by far the most op ability (Regenerates a TON of hp with level 2/3) even if it costs quite a bit of sp,
Metal has the ability to make physical damage become nothing, altough it means less astral defense.
With the stats of the characters, It litteraly makes all of them usefull.
Offensive magic also have an okay balance so far,
Wind coming in as my favorite for melee and general builds because it has a big action and slash boost. It's top tier early game and stays strong late game, with spells that can kill low level mobs easily, making farming extra quick. The spells are somewhat op early game to late game but suck at longer ranges. more usefull if you want to BLIND.
Lightning doing crazy astral damage boost combined with an alright slash boost, It's the strongest mid game for just progression if you have the right build, Stays somewhat usefull late game. It's tier 1 and 2 spells are pretty strong against the right ennemy types, But it becomes weak later on. It's tier 3 isn't of any use against bosses however.
Fire has an okay but lower astral damage boost, But the spell itself is stronger than lightning's single target.
I'm still unsure about the Ability runes, But they seem somewhat balanced, altough again with a slight tip to speed again.
Speed is pretty strong;
(I'm starting to wonder if I just really love speed or if it's really that usefull)
for melee builds, it's a lot less usefull unless you don't have your time;Wind rune slotted in. In case you have both of those in, you're probably better off with extra slash for melee or whatever defense type that ennemy implies (endure/barrier)
Against bosses, I feel Endure and Barrier would fall off since I noticed damage seems reductive (values can go to zero) Speed's dodge chance then becomes more usefull because it's technically 8% less dmg on BOTH astral and physical, which becomes exponentially usefull and would at high damage values levels just meant endure and barrier are useless in comparison.
Slash still stays strong, It counters the ennemy's defense and of course, SP abilities that use slash take time meaning diminishing return of speed while slash countering defense
What about astral ?
Astral is If you're counting on spells, it's very good. The main thing is that for me, It's only when i'm fighting tough mobs that I need to farm(whereas slash or speed can find use against low level mobs, bosses and tough mobs too)
I have no or little input on the synth runes yet, as I need to farm up even more to have several level 2 runes of each type.
Tl;DR, and a bit more though on the overall thing.
As of now, between your destructive, undefined and ability rune, It's vital to have at least ONE speed rune (Wind;Time(space can work as a weaker alternative); Or Speed)
Defense runes are amazingly well balanced;
The offensive rune's balance is off, With speed or lightning serving a lot of general purposes, and fire falling behind except if you need a bit more damage reduction. Damage types may close the gap.
Undefined runes feel like they have no balance except damage typing; The only good ones seem to be time 2 and 3, altough I truthfully did not check the damage curse 3 does or the dmg space does; You'd rather use an offensive spell or time's speed increase on allies/decrease on ennemies. Time Therefore has the most broken stats and an ability that's nearly as usefull or more usefull in situations than Curse or Space's ability. But space and curse could be used to opponents for which other magics would not work as well, so very niche situations. Space however is very good early on if you need that extra bit of SP to get through an area; As of course; As the saying goes "What's the point of running fast if you can't run the lap" or something.
The problem with damage typing closing such gaps is that it's sometimes unclear what type X ennemy is.
Finally, The Ability runes Have a fair enough balance but astral falls behind later on because of all destruction runes giving an astral increase AND the time rune which is the easiest to put on for 90% of the fights giving an astral and ap boost too. So then I just feel the need for extra speed or defense.
This could be used as a guide; but don't count on it too much. I still have not figured out damage formulas for all the attacks and rune magics or SP abilities or compared them all individually; But I have a general sense of it after grinding out with different setups and repeating a few bossfights; So far; Lapans seems to dominate bossfights anyways, With zams just being a really good support and Tou... Speedboosting ? And doing 1/5th of the damage...
Also:
Found that stupid bear: First try kill :). didn't even have to come back to take the proper build (I litteraly had the build I use to farm mid level mobs on and it owned him)
I guess that makes me now have all 3 red, Blue and green souls. I assume I didn't miss any (that would either make four colors or four of them on a color; Which doesn't seem to go with theme)
I wonder why was I gifted all of the 3 souls for tou though. The 6 other souls I had to work for somewhat. It's like you went with a theme there. Something about tou having it easy.
About sword balance too though:
Altough it's an alright offset to lose two of your elemental damage types to craft your ultimate sword forms, Was it really intentional to have you lose any way other than spells(or SP abilities, but to get SP you'd then need to use spells) to hit astral beings ? It makes farming in a few areas very tedious since you need to use your astral abilities to hit.
Curse has the worst stats so far: You get it around endgame, where your hp is in the 8-900 at minimum. So the HP boost is negligeable, and time gives a way bigger action boost (+astral, ap boost). Curse even has a chance reduction, which I assume is your dodge rate or critical hit/hit chance. (Don't know) which makes it even worse stats wise.
The curse ability is nice for slow teams (compared to ennemy), but on quick teams you'd rather deal extra damage than take off half of their turns. Seeing how optimal play seems to go, I'd rather use Time most of the time(excuse pun);
Or Space Which has a larger AP boost that can be usefull for going through an area or a character playing as support using def-rune, Since extra speed does nothing if you run dry of energy in a short time.
Overall, Time dominates in boss battles (usefull spell with slow or speed up that gives you ap) or farming (extra speed helps you use a melee build to farm mobs) Effectively making it the go-to spell for most things.
I haven't tested the abilities of space yet, But unless they deal crazy amounts of damage, I'd rather use the damage abilities of thunder or fire, Or use my SP abilities more by using time lvl2/3 to slow/accelerate, Right ?
In general, you can just take Time level 2/3 for any build and filll in the gap
All defense runes are usefull.
Water has good stats, and it has a usefull ability (lots of strong ennemies use astral, Astral dmg reduction is very good)
Earth has lower stats than water or metal, But it has by far the most op ability (Regenerates a TON of hp with level 2/3) even if it costs quite a bit of sp,
Metal has the ability to make physical damage become nothing, altough it means less astral defense.
With the stats of the characters, It litteraly makes all of them usefull.
Offensive magic also have an okay balance so far,
Wind coming in as my favorite for melee and general builds because it has a big action and slash boost. It's top tier early game and stays strong late game, with spells that can kill low level mobs easily, making farming extra quick. The spells are somewhat op early game to late game but suck at longer ranges. more usefull if you want to BLIND.
Lightning doing crazy astral damage boost combined with an alright slash boost, It's the strongest mid game for just progression if you have the right build, Stays somewhat usefull late game. It's tier 1 and 2 spells are pretty strong against the right ennemy types, But it becomes weak later on. It's tier 3 isn't of any use against bosses however.
Fire has an okay but lower astral damage boost, But the spell itself is stronger than lightning's single target.
I'm still unsure about the Ability runes, But they seem somewhat balanced, altough again with a slight tip to speed again.
Speed is pretty strong;
(I'm starting to wonder if I just really love speed or if it's really that usefull)
for melee builds, it's a lot less usefull unless you don't have your time;Wind rune slotted in. In case you have both of those in, you're probably better off with extra slash for melee or whatever defense type that ennemy implies (endure/barrier)
Against bosses, I feel Endure and Barrier would fall off since I noticed damage seems reductive (values can go to zero) Speed's dodge chance then becomes more usefull because it's technically 8% less dmg on BOTH astral and physical, which becomes exponentially usefull and would at high damage values levels just meant endure and barrier are useless in comparison.
Slash still stays strong, It counters the ennemy's defense and of course, SP abilities that use slash take time meaning diminishing return of speed while slash countering defense
What about astral ?
Astral is If you're counting on spells, it's very good. The main thing is that for me, It's only when i'm fighting tough mobs that I need to farm(whereas slash or speed can find use against low level mobs, bosses and tough mobs too)
I have no or little input on the synth runes yet, as I need to farm up even more to have several level 2 runes of each type.
Tl;DR, and a bit more though on the overall thing.
As of now, between your destructive, undefined and ability rune, It's vital to have at least ONE speed rune (Wind;Time(space can work as a weaker alternative); Or Speed)
Defense runes are amazingly well balanced;
The offensive rune's balance is off, With speed or lightning serving a lot of general purposes, and fire falling behind except if you need a bit more damage reduction. Damage types may close the gap.
Undefined runes feel like they have no balance except damage typing; The only good ones seem to be time 2 and 3, altough I truthfully did not check the damage curse 3 does or the dmg space does; You'd rather use an offensive spell or time's speed increase on allies/decrease on ennemies. Time Therefore has the most broken stats and an ability that's nearly as usefull or more usefull in situations than Curse or Space's ability. But space and curse could be used to opponents for which other magics would not work as well, so very niche situations. Space however is very good early on if you need that extra bit of SP to get through an area; As of course; As the saying goes "What's the point of running fast if you can't run the lap" or something.
The problem with damage typing closing such gaps is that it's sometimes unclear what type X ennemy is.
Finally, The Ability runes Have a fair enough balance but astral falls behind later on because of all destruction runes giving an astral increase AND the time rune which is the easiest to put on for 90% of the fights giving an astral and ap boost too. So then I just feel the need for extra speed or defense.
This could be used as a guide; but don't count on it too much. I still have not figured out damage formulas for all the attacks and rune magics or SP abilities or compared them all individually; But I have a general sense of it after grinding out with different setups and repeating a few bossfights; So far; Lapans seems to dominate bossfights anyways, With zams just being a really good support and Tou... Speedboosting ? And doing 1/5th of the damage...
Also:
Found that stupid bear: First try kill :). didn't even have to come back to take the proper build (I litteraly had the build I use to farm mid level mobs on and it owned him)
I guess that makes me now have all 3 red, Blue and green souls. I assume I didn't miss any (that would either make four colors or four of them on a color; Which doesn't seem to go with theme)
I wonder why was I gifted all of the 3 souls for tou though. The 6 other souls I had to work for somewhat. It's like you went with a theme there. Something about tou having it easy.
About sword balance too though:
Altough it's an alright offset to lose two of your elemental damage types to craft your ultimate sword forms, Was it really intentional to have you lose any way other than spells(or SP abilities, but to get SP you'd then need to use spells) to hit astral beings ? It makes farming in a few areas very tedious since you need to use your astral abilities to hit.
+CREDITS+
Plugins :
Moghunter's Chrono Engine plugin
Yanfly's YEP Core & Synth plugin.
The other are modified default plugins.
Graphics & Characters :
I'm using RM MV tilesets
and RM MV Character generator.
Sound & Musics :
RGSS2, RGSS3, Cabal Online.
+DOWNLOADS+
Spoiler