1 Read the ability text, all of it
The developers put synergy at the centre: master the art of it, and create devastating combinations. In a turn based game that phrasing has a precise meaning. Abilities are written to interact, and the interaction is stated in the text rather than implied by the numbers.
So the first habit to build is unglamorous. Read every new power fully, including the clause after the damage figure. That clause is usually where the combination lives, and skipping it turns a designed system into a list of attacks.
2 Choosing a first demon
Six demons are available to worship, and the choice determines which powers you can access. Since there is no reflex element to compensate with, the demon effectively sets the kind of problem you will be solving all run.
Whichever you pick, note that the passive skill tree is separate. Two players worshipping the same demon can still play differently, which is worth remembering before concluding that a demon is weak.
3 Do not save your best abilities
The most common way to lose a turn based fight is to hold the strongest tool back for a moment that never arrives, and take avoidable damage in the meantime.
Damage you prevent early is worth more than damage you prevent late, because it compounds across every remaining turn. A fight where you open strong is usually shorter, and a shorter fight is a cheaper one.
Facing dozens of enemy types from reanimated zombies to demons, the mix changes constantly. Holding a resource for a hypothetical worse enemy assumes knowledge you do not have on a first run.
4 Clear landmarks in the right order
The world maps are filled with distinct landmarks, and they are not equally dangerous. Villages, graveyards and crypts carry different expectations, and the game warns you to beware of what lurks in the dark.
A sensible pattern is to take the safest available site whenever you are damaged and the riskiest when you are fresh, rather than clearing the map in geographic order. Route planning is a resource decision here, not just navigation.
5 Relics are quests, not loot
Retrieving old relics is described as helping the inhabitants of a doomed world, which frames them as objectives with consequences rather than as items to stockpile.
Treat a relic as something to deliver rather than something to keep, and pay attention to who benefits. In a game whose premise is a bargain with the Devil, the question of who you are helping is likely to matter.
Read ability text to the end, because the combination is written in the clause after the damage number. Choose a first demon whose powers you understand immediately and treat the run as a way in, since New Game Plus lets you restart with different demons. Open fights with your strongest tool rather than saving it, pick landmarks based on your current condition, and treat relics as objectives with consequences rather than as loot.
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