You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Each stage the player must place a set of required rooms and may purchase additional rooms with gold.
When a story is filled the next story must be added to.
Can randomly have perks which cause effects when dudes
enter/exit (are these the same?)
are inside
Each room traversal grants XP for the dude
Armory
A repository of weapons and armor. exit
medium - increases (all or one at random?) of a dude's equipment by one level
large - increases (all or one at random?) of a dude's equipment by one quality
Library / Enchanter?
An arcane abode exit
medium - enchants equipment with a random perk if theres one with empty slot or upgrades quality of an existing perk
Healing Shrine
A place of respite enter
small (?) - heal pitiful health
medium - heal some health
large - heal a lotta health
Well (maybe can be combined with healing shrine)
A well that's drilled in to the... wait huh? enter
small - replenishes all equipment uses by one
medium - replenishes all equipment uses by three
large - replenishes all equipment uses
Treasure Room
A room full of golden goodies. exit
small - some gold
medium - more gold
large - even more gold
huge - alotta gold
Shoppe
Trade goldies for equippies (how do they decide what to buy or not) exit
medium
Bar
Lowers cowardice scaling with dudes strength enter
medium
Combat Room
while inside
Each dude attempts to traverse the room while being attacked by a creature.
Isolated combat 1v1
Can be dealt with by each class in their own way:
Knight has defense to tank the hits
Vagabond kills creature with strength
Cleric heals through creature's attacks
Ranger runs through it
medium
large
huge(?)
Boss Room
special
Combat with all alive dudes.
Dudes will wait at boss until all other dudes have arrived (can be started early by player)
Has a boss with their own set of stats
Has attack patterns that target based on cowardice (generally hitting lowest cowardice dudes first)
Maybe has weaknesses to certain stat attacks?
Fight lasts until all dudes are dead or the boss is killed
huge
Danger Rooms
curse medium (% to lower level, lower equipment, or lower perk)
spikes small
lava medium
poison gas small
arrow trap gauntlet large
The text was updated successfully, but these errors were encountered:
Sizes
Rooms
Each stage the player must place a set of required rooms and may purchase additional rooms with gold.
When a story is filled the next story must be added to.
Can randomly have perks which cause effects when dudes
Each room traversal grants XP for the dude
Armory
A repository of weapons and armor.
exit
Library / Enchanter?
An arcane abode
exit
Healing Shrine
A place of respite
enter
Well (maybe can be combined with healing shrine)
A well that's drilled in to the... wait huh?
enter
Treasure Room
A room full of golden goodies.
exit
Shoppe
Trade goldies for equippies (how do they decide what to buy or not)
exit
Bar
Lowers cowardice scaling with dudes strength
enter
Combat Room
while inside
Each dude attempts to traverse the room while being attacked by a creature.
Isolated combat 1v1
Can be dealt with by each class in their own way:
Knight has defense to tank the hits
Vagabond kills creature with strength
Cleric heals through creature's attacks
Ranger runs through it
Boss Room
special
Combat with all alive dudes.
Dudes will wait at boss until all other dudes have arrived (can be started early by player)
Has a boss with their own set of stats
Has attack patterns that target based on cowardice (generally hitting lowest cowardice dudes first)
Maybe has weaknesses to certain stat attacks?
Fight lasts until all dudes are dead or the boss is killed
Danger Rooms
The text was updated successfully, but these errors were encountered: