Game Manual
Here you will find the Game Manual for Lord of the Dark Castle, including User Interface, Controls, rules, etc.
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SYSTEM REQUIREMENTS
Minimum: 1GB RAM, 512BM Graphics Card. Recommended: 4GB RAM. The Windows version is bundled with needed components. On Mac/Linux, Java Runtime Environment (JRE) must be installed (download from: http://www.java.com). The game has been verified to run on Win64/Win32/MacOSX/Linux64/Linux32 systems. If you are uncertain if you system can run the game, download and try the Free Trial Demo version.User Interface and Controls
Game Features
The main purpose of this game is to be a fun fast-paced turn based casual dungeon crawler with a bit of strategy, lots of randomness for added replay-value and some good old skool 'Hard Core'-mode (death is permanent!) for extra tension. Here are the main features of the game:- Casual style, simple game play, fast to get started.
- 100% flat skill tree with skills that make a difference! Try out a completely different skill-build-up next time - no limits on combinations!
- Random monster spawns: you never know, an Elite Fire Dragon might spawn already on level 1 (althouth the chance is small).
- Random item attributes, e.g. weapons can be enchanted with lots of different skills and combinations of skills. Greater replay value.
- Randomized level maps. All levels are randomized, including amount of rooms, amount of items, amount of gold, amount of monsters, etc.
- Monsters are unique. There are no standard easy kills. Even a small and weak rat can suddenly downcap your max hitpoints from 500 to 100 with a disease!
- The game is NOT perfectly balanced. This gives a promise of big variety.
- Every hit counts! If you just storm forward towards all monsters, the monster may get the first hit... which could cause disease/fear, etc. Be careful!
Goal
Cleanse the kingdom from the Dark Castle's black magic corrupting the land. Reach the lowest Dungeon Level and destroy the Corrupting Orb of Black Magic, guarded by a terrible monster. Find items to help you along the way:- Gold to buy equipment.
- Buy new equipment from "little gnome shops". Sometimes items can be found in the dungeon that will have an associated cost (the little gnome's price). If you have the gold, you can buy the item!
- Free loot in chests, barrels and boxes. If you open a container, like a chest, the loot inside is always free!
- Light sources: torch and lantern will increase your view distance.
Difficulty Levels
Since the game is rather short - only 7 levels - to get a fun challenge, the game is intended to be played on the harder difficulties. However, younger/inexperienced or easily frustrated players should keep to the more simple levels until enouch achievements has been collected. Below is a description of the difficulty levels.Children |
Start Conditions: 150 HitPoints and 750 gold in the shop. Equipped with an excellent lamp. Some monsters are easier. Cannot earn achievements. |
Easy |
Start Conditions: 125 HitPoints and 500 gold in the shop. Equipped with a good lamp. Some monsters are easier. |
Gamer |
Start Conditions: 100 HitPoints and 350 gold in the shop. Equipped with an excellent torch. Monsters use full capabilities with challenging AI. |
Geek |
Start in the wilderness with 100 hitpoints and a torch. Monsters use full capabilities with ruthless AI. No achievements bonus gold given at start-up. |
Hero
You have one action per turn: MOVE or ATTACK (often the same as moving towards enemy square).Killing monsters gives experience points based on monster difficulty.
Each time you level up, you get some character boost, and you also get an opportunity to pick a reward (skill or item).
Click on the ground/monster to move/attack, or use arrow keys to do your actions.
Move the mouse pointer over Creatures or Items to see information about them.
When standing on an item, you can click to Buy/Pick up. Treasures are picked up automatically.
Controls
To move, use either Arrow-keys or 'WASD' (W=up, S=down, A=left, D=right) or just left-click a square in the Map View.You can also left-click somewhere on the world-mini-map to 'fast travel',
but then it has to be non-blocked and DISCOVERED territory.
It can be risky to 'fast travel' by clicking on a distant squares. You never know what could turn up during your movement...
- ESCAPE = Clear Selected Item
- Move Mouse pointer over Map View to see detailed information about items and creatures.
- Map View: Left-Click on empty space/item to move there. Left-click on Monster to attack it. Right-Click on Item/Monster to select it.
- Inventory: Left-click to SELECT an item. Right-click equips/swaps out item.
- Stacked items: Left-click the stack-number value to 'rotate' items in the stack
- Some Magical Scrolls requires that you select something and then use the scroll.
Weapons
There are lots of different weapons, and they all have their own strengths (and sometimes weaknesses). The majority of weapons are melee weapons and require that you stand next to a monster to attack it. There is also a bow that can be used for ranged attacks. Right click a monster to shoot it with a bow from range. Note that a bow only lasts for a certain number of turns. Then, it has been worn out (/out of arrows) and you need to buy/find a new bow. Therefore, it may be wise to save the bow for certain nasty foes.Below is a detailed list of all weapons in the game:
One-Handed Axe (Dmg: 1-7) Has a 3% chance to break open doors and chests. Breaking a chest has 75% risk of destroying its contents. Note that breaking items is a loud activity. May draw unwanted attention from enemies. Cleave |
Battle Axe (Dmg: 1-13) Has a 6% chance to break open doors and chests. Breaking a chest has 85% risk of destroying its contents. Note that breaking items is a loud activity. May draw unwanted attention from enemies. Two Handed Weapon Mighty Swing |
Bow (Dmg: 1-10) Two Handed Weapon 0.5 x Damage against Skeletons. Can attack from range 5. Can NOT be used for melee combat (adjacent squares). Arrows/Durability Left: 10 Armor Piercing |
ChainMace (Dmg: 1-9) Lower efficiency of enemy armor. Destroy Armor |
Club (Dmg: 1-6) 2 x Damage against Skeletons. |
Dagger (Dmg: 1-5) 0.5 x Damage against Skeletons. Causes 4 x Damage when attacking undetected. Armor Piercing |
Flail (Dmg: 1-10) Lower efficiency of enemy armor. Heavy Hits Destroy Armor |
Halberd (Dmg: 1-12) Has a 6% chance to break open doors and chests. Breaking a chest has 85% risk of destroying its contents. Note that breaking items is a loud activity. May draw unwanted attention from enemies. Two Handed Weapon Reach |
Morning Star (Dmg: 1-8) Lower efficiency of enemy armor. Heavy Hits |
Scythe (Dmg: 1-12) Two Handed Weapon A slashing weapon cuts through living flesh with ease, giving it +25% Slashing Damage against living humanoids. Reaper's Blade |
Staff (Dmg: 1-12) Two Handed Weapon 20% for immediate counter attack. Counter Attack |
Sword (Dmg: 1-8) A slashing weapon cuts through living flesh with ease, giving it +25% Slashing Damage against living humanoids. Two Dual Wield weapons gives 35% chance for extra attack. Dual Wield |
Iron Spear (Dmg: 1-12) Two Handed Weapon 0.5 x Damage against Skeletons. First Strike Armor Piercing |
Wooden Spear (Dmg: 1-9) Two Handed Weapon 0.5 x Damage against Skeletons. 3 x Damage against Vampires. First Strike Armor Piercing |
War Hammer (Dmg: 1-12) Two Handed Weapon 2 x Damage against Skeletons. Knock-Back |
Monsters
Monsters will try to hinder your progress to complete the game. They all have their own racial abilities. Monsters exist in one normal version and one Elite-version. Elite monsters have more hitpoints and additional skills. Some monsters, humanoids and undeads, can also buy/pick up equipment from the ground, so be careful to leave powerful equipment on the ground!Some monsters are more vulnerable to certain weapons. Try to find the perfect weapon to slay a certain kind of monster! What works best against a vampire? A wooden spear or an axe? Below is a detailed list of all normal monsters at level 1. Note that monsters of higher levels, elite versions and monsters with various equipment may have different attributes. This shall only be seen as a hint of what you may encounter.
Bat Hitpoints: 15 Protection: 0 Damage: 1 - 6 Racial Skills: Killer, Flying |
Rat Hitpoints: 15 Protection: 0 Damage: 1 - 5 Special Attack(s):Disease(30%) |
Angry Brown Bear Hitpoints: 35 Protection: 1 Damage: 2 - 7 Racial Skills: First Strike |
Spider Hitpoints: 25 Protection: 0 Damage: 1 - 9 Special Attack(s):Poison(22%, r=2) Racial Skills: Lay Traps(4%) |
Kobold trapper Hitpoints: 20 Protection: 2 Damage: 2 - 11 Racial Skills: Lay Traps(4%) |
Goblin Bandit Hitpoints: 25 Protection: 2 Damage: 2 - 7 Racial Skills: Thief(15%) |
Orc Hitpoints: 35 Protection: 4 Damage: 4 - 15 |
Troll Hitpoints: 55 Protection: 2 Damage: 4 - 14 Racial Skills: HP Regen(1) |
Ogre Hitpoints: 65 Protection: 5 Web(10) Damage: 4 - 14 Racial Skills: Knock-Back(65%) |
Wizard Hitpoints: 30 Protection: 2 Damage: 3 - 19 Special Attack(s):Fire(50%, r=3) |
Fearsome Zombie Hitpoints: 25 Protection: 0 Damage: 2 - 6 Special Attack(s):Terror(20%) Racial Skills: See Invisible |
Skeleton Hitpoints: 20 Protection: 0 Damage: 1 - 7 Racial Skills: See Invisible |
Skeletal Archer Hitpoints: 20 Protection: 0 Sorcery(5) Damage: 2 - 17 Racial Skills: Bow Master(50%), See Invisible |
Vampire Hitpoints: 40 Protection: 3 Sorcery(15) Web(20) Damage: 3 - 20 Special Attack(s):Drain Life(25%) Racial Skills: See Invisible, Night Vision |
Ghost Knight Hitpoints: 50 Protection: 12 Soul(6) Sorcery(10) Damage: 3 - 24 Racial Skills: See Invisible, Night Vision, Spectral |
Ghastly Avenger Hitpoints: 50 Protection: 1 Damage: 1 - 13 Racial Skills: See Invisible |
Poisonous Hydra Hitpoints: 75 Protection: 3 Damage: 3 - 13 Special Attack(s):Poison(25%, r=2) Racial Skills: Double Attack(75%) |
Frost Dragon Hitpoints: 85 Protection: 3 Damage: 4 - 14 Special Attack(s):Cold(32%) |
Fire Dragon Hitpoints: 100 Protection: 3 Damage: 5 - 15 Special Attack(s):Fire(27%, r=2) |
Armor, Shields, Amulets and Rings
Use armor, shields, amulets and rings to increase your overall protection, and maybe even to gain some extra resistances and skills! The main properties of these items are:- Protection: reduces incoming damage
- Detection Modifier: big and noisy armor increases detection range and global monster aggressiveness.
- Other magic properties, such as resistances or skills.
- Cloth Armor: dark and silent. Will actually reduce monster detection range!
- Leather Armor: medium armor, makes some noise and attracts more monsters from longer range.
- Plate Armor: strongest armor, but makes a lot of noise. Works like a monster magnet!
- Round Shield: some protection.
- Tower Shield: good protection, but makes some noise.
- Amulets and Rings: some protection, silent.
Amulet Mysterious amulet with 1 protection. |
Plate Helmet This strong helmet gives 2 protection. Enemies will detect you easier... |
Leather Helmet A sturdy leather helmet that gives some protection. |
Plate Gloves These gloves give 2 protection. Enemies will detect you easier... |
Plate Armor This plate chest armor gives 3 protection. Enemies will detect you much easier... |
Tower Shield A huge shield that gives 2 protection. 30% chance to avoid ranged attacks and spells. |
Ring A ring that gives 1 protection. |
Leather Leggings These leggings gives 2 protection. Enemies will detect you easier... |
Thief's Sneaky Boots Silent boots that makes you harder to detect. |
Skills
Many skills/abilities are available to boost creatures (hero or monsters), and the "skill tree" is 100% flat. There is no need to have a certain skill to "unlock" another skill, although some skills are reserved for monsters only, and some skills are given only through magical enchantments on armor and weapons. The chance percentage values given in the list below are approximate and may vary a lot depending on creature level or item enchantment.Bow Master |
50% increased chance to hit. Can use the bow within melee range (which is otherwise not possible). You are able to craft +8 extra arrows per bow. |
Axe Master |
Doubles chance for multiple hit. This skill works on both One-Handed Axe and the two handed Battle Axe. |
Sword Master |
70% to cause Double Strike when Dual Wielding two weapons. To benefit from this skill, you need to equip two Weapons with Dual Wield. |
Staff Master |
Doubles a staff's chance for immediate counter attack. A counter attack takes place during the enemy's turn. |
Stinging Poison |
20% for piercing attacks to poison for 1 dmg/5-20 turns. X is the current dungeon level. Piercing weapons include Daggers, Spears and Bows. |
Shield Bash |
30% to stun an enemy during 1 turn with a shield bash. Skill is active during melee combat when shield is equipped. |
Killer |
Always attacking victim's head, causing huge damage (15% of target's max health). Other possible effects, like Weaken, Bloodthirst and Critical hits are applied afterwards. |
Charge |
Charge to a distant enemy and do an immediate attack. You need a minimum distance of ~3 squares to charge an enemy. |
Pick Lock |
A chance to pick any locked item in the game. Some locks are harder to pick than others. Patience is the Key... |
Detect Traps |
Detects trapped items and disarms damage traps. Dangerous damage traps are disarmed by walking over them. Other types of trap triggers cannot be disarmed, but the trigger is detected and can be avoided. |
Lightning Reflexes |
25% to avoid attacks and triggered traps. |
Agile |
You have learned to handle your items swiftly. Without this skill, many actions would end your turn. Actions that are now 'free': equip/swap/buy/sell/drink/spellcast. (Drop Item is always free.) +40% to resist Web attacks. |
Sneak |
75% to remain undetected while in enemy detection range. Attacking undetected/invisible causes a critical hit: 2x Damage. When detected, you must wait 15 turns before you can sneak again. You cannot start sneaking when an enemy is following you. The skill 'See Invisible' has no effect on Sneak. |
Steal |
50% to steal an item from adjacent enemy while undetected. 25% for Perfect Steal. You get target item and remain undetected. 25% for Thievery. Caught in the act, but snatched a random item. Failure will always break Sneak/Invisibility. Note: 1 free Backpack slot is needed to use this skill. |
Scout |
+2 View Distance. |
Tracker |
Detect fresh tracks of the nearest enemy. Effective on all enemies, including Sneaking/Invisible ones. |
Alertness |
Always on the watch, it is very hard to sneak on you. An enemy's detection modifier can never be negative. |
Treasure Hunter |
30% more gold is found in each gold stash. |
Alchemist |
Convert an item to half its value in gold. Exception: Gems always convert to their full value. |
See Invisible |
Detect invisible creatures, spider webs and hidden items. |
Improved Invisibility |
Neutralizes other creatures' ability: 'See Invisible' Creatures with 'See Invisible' can no longer see through your Invisibility. |
Ghost Vision |
Can see through closed doors. |
Strong Soul |
40% to resist Fear/LifeDrain. 2x Break Chance. |
Holy Wrath |
All attacks has 25% chance to fear Undeads (1-10 turns). |
Giant's Health |
25% increased Maximum Hitpoints. |
Stone Skin |
33% increased Protection |
Heavy Hits |
Enemy protection is 50% less effective. Not cumulative if same skill exists from multiple sources. The skill source with best value is applied. |
Survivor |
50% to avoid a deathblow, including effect damage. |
Armor Specialist |
Totoal Detection Modifier is never higher than 0. Moving more silently with heavy armor. |
Elemental Resistance |
+25% to Poison/Disease/Cold/Fire. After a successful enemy effect attack (Poison/Disease/Cold/Fire), you have a resistance chance (max 90%) to completely avoid the effect. |
First Strike |
First Strike if turn ends adjacent to enemy square. |
Armor Piercing |
Ignores the target's protection value, including armor, shield and racial protection. This skill is not applicable on Effect Resistances, such as Resistance to Fire, etc. |
Reach |
Long reach melee attack. 1 extra square distance. |
Flying |
Can fly over obstacles (lakes, stones, logs, tables..), excluding walls. |
Night Vision |
Can see at least 5 squares independent of light. |
Destroy Armor |
25% chance to destroy random armor piece on attack. Remember though, if you want a chance to loot the enemy's armor, crushing it may be a bad idea. |
Lay Traps |
X% chance to place a trap on the ground. This gives the creature an ability to put trapped gold sacks on the ground. |
Thief |
20% to snatch an item from an enemy during combat. Steals a random item from an enemy DURING combat, both equipped and backpack items. |
Spectral |
A Spectral creature can move through walls! |
Cleave |
75% to strike all enemies on adjacent squares. Adjacent squares are the 4 squares to the north, east, south and west. Only applicable for melee attacks. |
Mighty Swing |
75% to strike enemies on all surrounding squares. Surrounding squares include the 8 squares around the center square. Only applicable for melee attacks. |
Knock-Back |
30% to knock back enemy 1 square. |
Dual Wield |
Two Dual Wield weapons gives 35% chance for extra attack. |
Double Strike |
25% to attack twice (on the same target). |
Double Attack |
25% to attack twice (different targets allowed). |
Counter Attack |
20% for immediate counter attack during an enemy's turn. Counter attacks are done in an enemy's turn. Multiple enemy attacks yields multiple counter attacks. |
HP Regen |
X hitpoins is regenerated (healed) per turn. |
Reaper's Blade |
0% (of infliced damage) Life Steal per hit. When performing an attack that causes damage, Reapers Blade adds X% of that damage to your hitpoints. Undeads are not affected by Reaper's Blade or other Life Draining attacks. |
Effects
There are a number of negative effects/conditions that can affect a creature, typically started by an attack. Some monsters have effects as racial skills. Weapons can also be enchanted with effects. Below is a list of all effects.- Poison - during X turns, the target takes Y damage.
- Disease - during X turns, the target takes Y damage and max hit points is down capped to Z%.
- LifeDrain - during X turns, the target is drained for Y damage, and the caster is healed for the same amount.
- Fire - during X turns, target takes Y damage. (Usually stronger base damage. Cannot easily be cured...)
- Cold - during X turns, the target cannot move/attack.
- Fear - during X turns, the target is panicked and runs around randomly.
- Web - target is stuck in spider web and has X% chance to break free every turn.
Resistances
From skills or equipment, a creature can have resistance to a certain effect. Resistances apply to the following effects: Poison, Disease, Cold, Fire. The resistance is only applicable on the chance to affect a creature. Once a creature has got a negative effect, the resistance value will not affect amount of damage taken, etc.Potions
The game has a range of different potions that can be consumed. Below are some examples of potions. Some individual properties (e.g. healing percentage) is assigned randomly.
Health Potion (25%) Healing 25% of max hitpoints. |
Cure Disease Potion Cures disease. |
Cure Poison Potion Cures poison. |
Cure All Potion Cures all damage effects (excluding Fear/Web). |
Enchantments
Magical enchantments can be used to perform certain actions or boost the hero for a limited time. Magical scrolls and even armor pieces can be enchanted. Below are some examples of magical scrolls. Some individual properties, such as durations, will be assigned randomly.
Magic Scroll: Invisibility (30 turns) A scroll with a Magic Spell inscribed on it. |
Magic Scroll: Speed (+1, 20 turns) A scroll with a Magic Spell inscribed on it. |
Magic Scroll: Regeneration (+1, 150 turns) A scroll with a Magic Spell inscribed on it. |
Magic Scroll: Teleport A scroll with a Magic Spell inscribed on it. |
Magic Scroll: Summon A scroll with a Magic Spell inscribed on it. |
Magic Scroll: Freeze Time (100) A scroll with a Magic Spell inscribed on it. |
View Distance, Detection Modifier and Sneaking
Every creature has a basic 'View Distance'. The typical view distance is 4 squares, although it can vary a bit among different creatures. A light source, like a torch or a lantern, or the Scout skill will increase the view distance some squares.The View Distance plays a key role as the game is played in "darkness" using the concepts "fog of war" and "line of sight":
- Fog of War: unexplored areas. These are completely black on the map.
- Line of Sight: areas that are currently blocked from view, maybe because of a tree or a wall, or because they are too distant (outside the View Distance) and it is too dark! These areas are marked as shadowed with a '?'.
The ability to detect other creatures is also affected by a creature specific value called 'Detection Modifier'. Some creatures move silenty and try to sneak on you while others are big and noisy. The default Detection Modifier is typically 0. It is the creature's general noise/sneak factor. A high Detection Modifier (typically from noisy armor) makes it possible to detect the creature from long distances, because it's loud and noisy. Low or even negative Detection Modifier makes it easier for a creature to sneak up on other creatures without getting noticed.
This value is usually increased by Leather and Plate armor, while it is reduced by Cloth Armor. Some skills affect your own Detection Modifier: 'Armor Specialist' lowers your own value, while 'Alertness' ensures that enemy Detection Modifier is always >=0.
The Sneaking skill benefits from a low Detection Modifier, because every time you move, there is a 75% chance that you become detected IF you are within the view distance of an enemy. With a low Detection Modifier, you can get really close to the enemy while still being outside of its view distance. And with a negative detection modifier, maybe the 75% chance Sneak-check is not done until you are adjacent to the enemy!
Example: Our Hero has basic View Distance = 4. He also has the scout skill (+2 view distance) and a torched equipped (+2 view distance) = 8 view distance.
A Kobold with the Sneak skill is trying to sneak on the hero. The Kobold has full cloth armor, giving a Detection Modifier of -5! The hero can now see the Kobold when it is 8 - 5 = 3 squares from the enemy.
When the Kobold is at 3 squares from the hero, the Sneak-skill-check 75% is triggered first time. The Kobold succeeded, and he is still undetected.
At 2 squares from the hero, the Sneak-skill-check 75% is triggered again. The Kobold succeeded, and he is still undetected.
At 1 square from the hero, the Sneak-skill-check 75% is triggered again. The Kobold was unlucky, the Hero detected the Kobold!
Other General Items
Other items in the game worth mentioning are containers, doors and keys. Containers can be opened for loot and some containers and doors require a Key to be opened. The locked item indicates the name of the Key to be used.Monsters can hide in these shadows or unexplored black areas. Therefore, a light source is a great thing to have, for example a torch or a lantern. Torches have shorter duration and works on smaller distances, where a lantern provides longer sight for longer durations. Light sources helps you explore faster and detect enemies further away. Below are some illustrations of these items.
Wooden Barrel An old barrel. |
Dusty Old Box A dusty old box. |
Big Wooden Chest It must contain something valuable. |
Rusty Key This Key will unlock something.... |
Torch Visibility range +2 during 40 turns. |
Lantern Visibility range +4 during 70 turns. |
Achievements
You can unlock certain special in-game 'Achievements' which gives you permanent rewards - bonus gold - for all new games.
Examples on achievements:
- collect a certain set of skills
- use a certain number of magical scrolls
- deal a really high amount of damage