Manual  
Game Readme and Manual

NYCTOS: Halls of Darkness

A claustrophobic hack-and-slash through a nightmare dungeon.

Intro

The town of Anoiktos has enjoyed a tranquil and bucolic existence since its founding. Nomadic herders from the east making their way through the Arcadian pass stumbled upon an emerald expanse of verdant fields 200 years ago. Stunned by the beauty of the valley, the herders decided to settle down and over the years Anoiktos has evolved from a settlement to a hamlet to a vibrant trading town.

The men from the east were not the first to dwell in that valley in the shadow of the Mavros mountains. It was common knowledge throughout the region that a bustling city resided there long ago. Its citizens enjoyed a secluded life and rarely traded with even their closest neighbors. The city was destroyed in a mysterious cataclysm centuries ago, but due to its isolation it was years before outsiders were even aware of the city's obliteration. Now a few scattered obsidian monoliths dotting the valley are the only visible remains of this forgotten civilization.

As Anoiktos' prosperity grew, it was decided that the old mine near the outskirts of the village, left over from the previous inhabitants, would be restored. For three years the mine yielded bronze, silver, and valuable gems that greatly enriched the town. Three years to the day after that the mine was restored, a freak accident killed most of the miners. The traumatized survivors fled to the surface and quickly sealed the mine, refusing to provide further details to the rest of the townsfolk. That is when the troubles began.

The people of Anoiktos have not had a restful night's rest since that day. Noises coming from deep within the mine make sleep almost impossible, and when it does comes it brings dreams filled with an incessant, dark whispering. Multiple townspeople report sleepwalking, only to wake up in front of the mine with bloody fingers futilely gripping the iron padlock. The mayor of the town has issued a decree throughout the region, offering a handsome reward to anyone willing to enter the mine and destroy whatever lurks below. Eager for riches and fame, you have heeded the call...

Just what the hell is this?

Nyctos is a roguelike. For anyone with any experience with Crawl, Adom, Angband, or any of the other countless roguelikes nothing more needs to be said. On the off chance that you're new to this genre, keep reading.

In 1980, Rogue was released. Rogue is a turn-based, ASCII graphics, computer RPG that popularized various mechanics that can be found in most roguelikes to this day. Besides the simplistic graphics and turn-based play, the other hallmarks of a roguelike are difficulty and permadeath. You will die a lot and when this happens your saved game will be erased. This makes beating the game no simple feat, and the average roguelike has a learning curve that takes weeks or even months to learn. To learn more about the characteristics of this genre consult the Berlin Interpretation from the 2008 International Roguelike Development Conference (no, we did not make that up): http://roguebasin.roguelikedevelopment.org/index.php?title=Berlin_Interpretation

There are two types of roguelikes: Hacks, which are derived primarily from Nethack, and 'Bands, which are derived from Angband, itself a derivative of Moria, a 1983 clone of Rogue. Nyctos resides squarely in the Hack branch. It's major roguelike influences are ADOM, Crawl, Incursion, and Diablo I, and it embraces a philosophy of no scumming and grinding (i.e. the monotonous repetition of a act for a predictable gain). As a result, you will not find unlimited items, monster spawns, or HP regeneration in this game. These things and more are essentially resources to be carefully managed. Your death will hopefully not be the result of a single unfair encounter, but rather the culmination of a series of tactical blunders.

This game is not for everyone. It is intended to be difficult and requires a familiarity with its mechanics and ample forethought. If there's any glaring aspect of the game that you think requires fixing or balancing, please feel free to contact us.

Commands

Be sure caps lock is off when you play!

Hints

Known Bugs (v. 1.0.1)

Interface

You will use three kinds of interface in Nyctos:

Mechanics

Intrinsic Attributes

Your character possesses four intrinsic attributes that can be increased upon character creation or gaining an experience level:

In addition, there is a fifth intrinsic attribute, speed ("SPD" on the status bar), that cannot be increased when gaining a level -- it can only be affected by items and magical effects. Every action in the game, whether taken by your character or something else, takes time to complete, which is simulated down to the millisecond. Every action has some inherent energy cost associated with it, and your character's speed determines how long it takes to expend that energy, as follows (in milliseconds):

timeOfAction = energyOfAction / (speed / 10.0)

Thus an action costing 1000 energy will take an average character (with speed 10) 1000 milliseconds, or 1 second, to complete.

Derived Attributes

Together, the above intrinsic attributes determine a number of derived attributes.

Combat

Simply walk into a hostile monster to attack it with your character's wielded melee weapon (or unarmed if nothing is wielded). The result of the attack is determined in the following steps:

  1. The amount of time the attack takes is calculated. This is determined by the attacker's speed, and the attack energy cost associated with the wielded weapon. A weapon's attack energy cost is listed in its inventory description (e.g., "A:1000"). The attack takes this much time whether it is successful or not.
  2. Whether the attack hits the target is determined. First an "attack draw" is made by drawing a number between 0 and 1 from a beta distribution whose alpha parameter is equal to the attacker's hit skew (HIT), and whose beta parameter is a constant 10.0. Similarly, the defender makes a "defense draw" from a beta distribution whose alpha parameter is equal to the defender's EV and whose beta parameter is 10.0. If the attack draw is greater than the defense draw, the attack succeeds. Otherwise it misses.
  3. If the attack hit, the amount of damage dealt to the defender is determined. Every weapon has an inherent maximum damage and damage skew modifier (written "D:X+Y" in the inventory description, where X is max damage and Y is damage skew). The weapon's damage skew modifier affects the character's damage skew derived stat (DMG). First a number (between 0 and 1) is drawn from a beta distribution whose alpha parameter is the attacker's damage skew (DMG) and whose beta parameter is 10.0. This drawn number is then multiplied by the weapon's maximum damage to arrive at the actual amount of damage dealt. Thus a character with DMG 10 will, on average, deal half of his weapon's maximum damage, with higher or lower values of DMG skewing that in either direction.
  4. Finally, the defender's PV may reduce some of the damage it receives. A number is drawn from a beta distribution with alpha=beta=10, and the result is multiplied by the defender's PV. This value is deducted from the damage received. Thus the average deduction is equal to half the defender's PV.

Items

Monsters

Credits

Designed and coded by "Mary Haas". Additional design and prose by "James Madison". Playtesting by Dr. Bovine and Thor.

Inspired by:

Music stolen from: