Bugs repport

    • Game Over:

    If your character dies, the screen will show Game Over. Your character will be resurrected at the village center, retaining the class chosen at the start.

    • Inventory Loss:

    All items in your inventory are lost upon death.

    • Level Reset:

    Your character will be reset to Level 1 but will retain all learned skills.

    • Gold Loss:

    You lose half of the gold you had when you died.

    • Blessed Items:

    The player will receive any blessed items they had before death.

    • Exploration Progress:

    Any changes made to the environment (e.g., opened doors, explored maps, items dropped on the floor, encounters defeated) are not reset

  • In the pause menu, you'll find a "Save and Quit" button that allows you to save your game and exit the game. Additionally, the game will automatically save at certain key moments.

  • The controls for Noxturris will change depending on which screen you are in. Please refer to the following charts for the control layout for each of the different screens.

    BATTLE SCREEN

    Directional Buttons: Cursor movement/Change target

    Left thumb Stick: Cursor movement/Change target

    Right face button: Cancel

    Bottom face button: Confirm

    MENU SCREEN

    Directional Buttons: Cursor movement

    Left thumb Stick: Cursor movement

    Right face button: Cancel/Close menu

    Bottom face button: Confirm

    Right Trigger: Change to next character

    Left Trigger: Change to previous character

    FIELD SCREEN

    Directional Buttons: Cursor movement

    Left thumb Stick: Cursor movement

    Right face button: Cancel

    Left face button: Sprint

    Bottom face button: Examine/Talk/Interact

    Right Trigger: Show/Hide minimap

    Left Trigger: Use Fairy dust

    Left special button: Change movement controls to Classic/Alternate

    Directional Down Button + Bottom face button: 180° turn

    Top face button: Open Pause Menu

  • The controls for Noxturris will change depending on which screen you are in. Please refer to the following charts for the control layout for each of the different screens.

    BATTLE SCREEN

    W/A/S/D: Cursor movement/Change target

    C: Cancel

    E/Space/Enter: Confirm

    Q: End Turn

    MENU SCREEN

    W/A/S/D: Cursor movement

    C: Cancel

    E/Space/Enter: Confirm/Dismiss

    R: Change to next character

    Q: Change to previous character

    FIELD SCREEN

    W/A/S/D: Cursor movement

    C: Cancel:

    W/A/S/D + Shift: Sprint

    E/Space/Enter: Examine/Talk/Interact

    M: Show/Hide minimap

    Q: Use Fairy dust

    L: Change movement controls: Classic/Alternate

    S + Shift: 180° turn

    P: Open Pause Menu

  • Each character can equip up to seven types of gear to customize their stats, protection, and combat abilities:

    1. Weapon Hand

    Main weapon used for attacking (e.g. sword, axe, mace, bow).

    1. Off-Hand

    Secondary item such as a shield, a two-hand weapon, or torch.

    1. Head Protection

    Helmets or other gear that protect the head from critical hits.

    1. Arms Protection

    Armor that reduces damage to the arms and may prevent limb injuries.

    1. Body Protection

    Main armor that provides defense for the torso.

    1. Legs Protection

    Armor that shields the legs and helps avoid movement penalties.

    1. Accessory

    Special items like capes, Surcoats, amulets, or charms that provide passive bonuses or resistances.

    Equipping the right gear improves survivability and effectiveness in combat, especially when targeting or defending specific body parts.


  • There are four weapon types in the game:

    • Swords (slash damage)

    • Axes (cleave damage)

    • Maces (crush damage)

    • Bows (puncture damage)

      Weapon Identity

    Each weapon type delivers similar effects but with different intensity and trade-offs:

    • Swords:

    Fast and balanced, good for steady pressure and light penalties.

    • Axes:

    Powerful but slower, capable of causing serious secondary effects.

    • Maces:

    High damage against armor and limbs, with heavy action cost.

    • Bows:

    Offer safe, long-range

  • Your character has major stats that influence their combat abilities and interactions with the world:

    1. Strength:

      • Affects physical attack power.

      • Increases Min Attack and Max Attack.

      • Determines Hit Chance in melee combat.

    2. Agility:

      • Affects Speed (how fast you can act in combat and evade attack).

      • Contributes to Defense% and Magical Hit Chance %.

      • Affects Hit Chance% for both physical and magical attacks.

    3. Constitution:

      • Determines Max HP (how much health your character has).

    4. Intelligence:

      • Determines Max MP (how much mana you have for spells).

      • Affects Min and Max Magical Attack.

      • Contributes to Magic Defense %.

    • Defense: Reduces the damage you take. Higher Defense means you take less damage from attacks.

    • Magic Defense: Same as Defense but against Magic attacks.

    • To Hit Accuracy: Determines how likely your physical attacks hit the enemy. Higher Accuracy makes your attacks more reliable.

    • To Magic Accuracy: Same as To Hit Accuracu but for magic.

    Tip: Strong attacks can still hurt even if your Defense is high.

  • Each Major stat has a direct impact on your combat performance:

    Strength:

    • Increases your physical attack power and Hit Chance.

    Agility:

    • Increases your Speed, making you quicker in combat.

    • Helps with your Defense and Magical Hit Chance.

    Constitution:

    • The more Constitution you have, the more HP you have.

    Intelligence:

    • The more Intelligence, the more Mana you have to cast spells.

    • It also increases your Magic Defense.

  • Your character's humorsBlood, Yellow Bile, Black Bile, and Phlegm—directly influence your major stats. Balancing these humors is essential to optimize your character’s stats, as each humor will affect specific stats in various ways:

    Blood (Sanguine Humor):

    • Influences: Constitution (HP), Speed (Agility)

    • Effect: Blood increases your Constitution, making you more resilient, and boosts your Speed, helping you act quicker in combat.

    Yellow Bile (Choleric Humor):

    • Influences: Strength (Attack)

    • Effect: Yellow Bile boosts your Strength, enhancing your physical attack power, Min Attack, and Max Attack.

    Black Bile (Melancholic Humor):

    • Influences: Intelligence (Magic)

    • Effect: Black Bile increases your Intelligence, enhancing your Min and Max Magical Attack, Max MP, and Magic Defense.

    Phlegm (Phlegmatic Humor):

    • Influences: Agility (Defense, Hit Chance)

    • Effect: Phlegm boosts your Agility, improving your Defense, Hit Chance for physical and magical attacks, and your Magical HitChance.

  • In combat, each action you perform costs Action Points (AP), and each character has a set number of AP based on their Agility. The available actions are:

    • Attack:Costs 5 AP.

    • Defend: Costs 6 AP.

    • Skills: Costs 8AP.

    • Items: Costs 3 AP.

    • Switch Arms: Costs 4 AP

    • Formation: Costs 6 AP.

    • Flee: Costs 5 AP.

    Each turn, if you don’t use all your AP, the remaining AP resets to the initial value.

    • Melee Attacks:

    If there is an obstacle between you and your target, you will have to choose another target because your melee attack would fail.

    • Ranged and Magical Attacks:

    These can target any enemy within range, regardless of obstacles or line of sight except if there is a protective wall in front of the target..

    • Flying enemies:

    These can target any enemy within range, regardless of obstacles or line of sight. Flying enemies can fly over a protective wall.

    • Humors:

    In the game, your character has four humors—Blood, Yellow Bile, Black Bile, and Phlegm. These humors influence your stats, and balancing them is crucial to maintain optimal performance.

    • Action Impact:

    Every action you perform in combat affects the balance of two opposing humors. For example, using strength-based attacks may increase Yellow Bile (Choleric) while decreasing Phlegm (Phlegmatic). These shifts take effect after the battle and influence your stats for the next encounter.

    • Physical Damage:

    Physical attack is randomly calculated between the stat Min Attack and Max Attack, reduced by the target's stat Defense. If a critical hit occurs, the damage is increased.

    • Magical Damage:

    Magic attacks are calculated between the stat Min Magic Attack and Max Magic Attack, reduced by the target's stat Magic Defense. A critical hit increases the magic damage.

    • Defense:

    Defense: Reduces the damage you take from attacks. The higher your Defense, the less damage you receive. However, even the strongest armor can’t fully stop extremely powerful attacks.

    • Magical Defense:

    Magic Defense: Reduces the damage you take from magical attacks. The higher your Magic Defense, the less damage you receive. However, even the strongest magical protection can’t fully block extremely powerful spells.

    • Evasion Bonus (EB):

    This stat reduces the chances that physical attacks will hit your character. The higher your Evasion bonus, the harder it is for enemies to land a hit.

    • Magic Evasion Bonus (MEB):

    This stat works similarly to EB but is for magical attacks, reducing the chance that spells will hit you.

  • When using a physical attack or physical skill, a special Offense & Defense Bonus (OB/DB) menu will appear. This system allows you to adjust your combat stance for the rest of the turn.

    • OB (Offense Bonus):

    Increases your chance to hit the target.

    • DB (Defense Bonus):

    Increases your Evasion (Eva), making you harder to hit during enemy turns.

    At the start of your action, you are given a fixed amount of OB points. Before confirming your move, you can allocate a portion of your OB into DB. This reduces your offensive power (chance to hit) in exchange for better evading hits from every physical attacks until your next turn.

    Example:
    You have 6 OB. You shift 2 points into DB, which lowers your hit chance slightly but gives you +2 to your Evasion for the rest of the turn.

    Use this system wisely depending on the situation:

    Go full OB for a risky but powerful attack.

    Shift some into DB to play it safe and try to avoid incoming damage.

    • Weapons and Equipment:

    Your equipment has durability. The more damage an enemy does to you, the greater the chance that your equipment will be damaged.
    The more damage you give a target enemy with a weapon, the more the weapon will loose durability. 

    • Protective Gear:

    The better your armor, the better it will protect you against enemy attacks. However, stronger attacks have a higher chance of damaging or destroying your gear.

    The loss of durability on Protective Gears are chosen randomly except if a skill target a specific part on the body.

    • Recruiting Villagers:

    You can recruit villagers to join your adventure. However, if they die, they will not return. Their deaths affect the overall health of the village.

    • Village Depletion:

    The more villagers you recruit and lose, the more life force the village loses. This can have long-term effects on the village’s state and available resources

    • New Tower Every Game:

    Each time you start a new game, a new tower is constructed, with unique events inside. No two towers will be the same.

    • Permanent Tower Changes:

    If you die and choose to continue in your current game, the tower will stay the same as you left it. The progress you've made (such as opened doors, discovered areas and items dropped on the floor, encounters defeated) will not reset, allowing you to pick up right where you left off.

    • Leveling Up:

    Upon leveling up, you will receive between 2 to 5 points to distribute among your major stats (Strength, Agility, Constitution and Intelligence).

    • Skill Points:

    In addition to stat points, you will receive Skill Points upon leveling up. These can be used to learn new skills from the Skill menu.

  • Debuffs
    Certain skills and attacks can inflict status effects. They weaken you in different ways and may persist after battle.

    • Wet: increases vulnerability to electricity.

    • Poisoned: deals gradual damage; this effect remains after battle.

    • Bleeding: continuous HP loss caused by an open wound.

    • Burning: fast fire damage over time.

    • Paralysis: prevents movement and most actions; this effect remains after battle.

    • Stun: briefly prevents all actions.

    Paralysis rules

    • If the leader becomes paralyzed during combat while fighting alone, it is Game Over.

    • If combat ends and the leader is paralyzed but has at least one ally and a Paralysis Remedy in the inventory, the leader is automatically cured.

      If no remedy is available in that situation, it is Game Over.

  • You can attempt to flee before a battle or during combat.

    • Pre-battle: Your party tries to escape the enemies’ alertness. Larger parties are slower, making escape harder. Success ends the battle immediately. Failure results in an ambush — your party acts last in the first round.

    • During combat: You may try to retreat at your turn. Escape is more difficult than before battle, especially against fast or powerful enemies. Failure means you remain engaged and lose your action.

    Some enemies are naturally harder to escape from, so choose wisely when to flee.

  • In Noxturris, each element interacts with Burning and Wet debuffs. Understanding this cycle helps you maximize damage and control enemies.

    Element

    Fire —Applies Burning and Removes Wet; +25% damage if already Burning

    Water —Applies Wet and Removes Burning; +25% damage if already Wet

    Air —Removes Wet; +25% damage on Burning targets

    Earth —Removes Burning; +25% damage on Wet targets

    Note: A target cannot be Wet and Burning at the same time. Applying one removes the other.

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