Dungeons Tower of Reincarnation - Sign Up and Updates

Discussion in 'Roleplaying Games' started by Zone Q11, Oct 19, 2017.

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Should we allow limited revival, a google doc with monster data and a PVP?

Poll closed Apr 19, 2018.
  1. 1) Yes

    6 vote(s)
    42.9%
  2. 1) No

    5 vote(s)
    35.7%
  3. 2) Yes

    4 vote(s)
    28.6%
  4. 2) No

    6 vote(s)
    42.9%
  5. 3) Yes

    1 vote(s)
    7.1%
  6. 3) No

    8 vote(s)
    57.1%
  7. I do not know.

    5 vote(s)
    35.7%
Multiple votes are allowed.
  1. Zone Q11

    Zone Q11 『The Gas Mask』『Monochrome Plebeian』

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    Welcome to The Tower of Reincarnation (a.k.a. Dungeon 2.0)!

    Tower of Reincarnation - Common Area: Here!
    Tower of Reincarnation - Crafting House: Here!
    Tower of Reincarnation - Dungeon Portal: Here!
    Tower of Reincarnation - Free Materials: Here!
    Tower of Reincarnation - Market City: Here!
    Tower of Reincarnation - Dice Mansion: Here!


    After you died from the last Dungeons, you close your eyes for a period unknown to mankind before you open your eyes and- Well, let's skip the lore and chit-chat, and go straight creating your character:

    Character Creation:
    The GMs roll 5 d6. The Player can distribute these values into Atk, Def, Agi, Mag and Wis.
    After choosing that, you decide your Skill.
    Offensive Physical Skills:
    - Heavy Blow: Deals 2 extra physical damage, 40 mana cost. Improvement adds 1 point bonus damage.
    - Fire Slash (Variant of Heavy Blow): Deals fire-attribute damage, 40 mana cost. Improvement adds 1 point bonus damage.
    - Decapitation (Variant of Heavy Blow): Deals earth-attribute damage and ignores Enemy Def, 100 mana cost. Improvement reduces the cost.

    - Precision Shot: Deals 2 less physical damage but you will get 4 extra Agi for that attack and it lasts until the end of next turn, 40 mana cost. Improvement adds 2 extra Agi.
    - Thunder Thrust (Variant of Precision Shot): Deals electric-attribute damage. The damage raises by 10% for every consecutive shots, 40 mana cost. Improvement adds 1 point bonus damage.
    - Giant Killer (Variant of Precision Shot): Deals a ranged light-attribute physical attack, doubling the damage against mythical monsters, 70 mana cost. Improvement reduces mana cost.

    Defensive Physical Skills:
    - Guard Punch: Deals 4 less physical damage, but you will get 4 extra Def for that attack and it lasts until the end of next turn, 40 mana cost. Improvement adds 2 extra Def.
    - Shield Bash (Variant of Guard Punch): Dazes the enemy for one turn, causing them to half their hit chance, 70 mana cost. Improvement adds one more turn to daze.
    - Iron Skin (Variant of Guard Punch): Reduce any damage by 1 and reduce 1 Agi, both for 3 Turns, 70 mana cost. Improvement reduces 1 damage and 1 Agi.

    - Backstep: Adds 20 Agi for one turn, 40 mana cost. Can be used to run away from enemy. Improvement adds 5 extra Agi.
    - Full Haste (Variant of Backstep): Adds 2 Agi but reduces 2 your Atk for 3 turns, 40 mana cost. Improvement adds 1 extra Agi, but reduces 1 more Atk.
    - Straight Dash (Variant of Backstep): After using Backstep, you attack with 2 extra Agi and reduces the enemy's Atk by 2 for 3 turns, 40. Improvement reduces 1 extra Atk.

    Special Physical Skills:
    - Sacrificial Strike: Deals dark-attribute physical damage with 4 additional bonus damage by sacrificing 4 HP, 40 mana cost. Improvement adds 1 point extra damage.
    - Dark Aura (Variant of Sacrificial Strike): Passive resistance against dark-attribute. Improvement adds 1 point extra damage to dark-attributed skills, but it consumes an extra HP.
    - Blood Ritual (Variant of Sacrificial Strike): Consumes 4 max HP until the end of the run for 1 extra damage for every Sacrificial Strike until the end of run, 40 mana cost. Improvement adds 1 point to the extra damage of Sacrificial Strike, but consumes 1 extra max HP.

    - Assassination: A sneak attack which deals 6 extra damage, 40 mana cost. Improvement adds 3 extra damage.
    - Shadow Steps (Variant of Assassination): You can choose whether to gain extra 3 Wis for one sneak attack or you can change it so you can pass through one trap without activating it. The latter depends on Agi and Wis though, 70 mana cost and stackable. Improvement gives 1 extra Wis for the former.
    - Knock Out (Variant of Assassination): Instead of damaging the target, a melee sneak attack will literally knock out your enemy when your Wis - enemy Wis is higher than enemy Def, 70 mana cost. Improvement will give you a passive 2 extra sneak attack damage against sleeping / knocked out targets.

    Offensive Magical Skills:
    - Fireball: Deals a fire-attribute magical damage against one enemy with the formula of 120% (or 1.2x) Mag, 100 mana cost. Improvement adds 10% Mag.
    - Flaming Rain (Variant of Fireball): Deals a fire-attribute magical damage with the formula of 70% (or 0.7x) Mag against all enemies, 100 mana cost. Improvement adds 10% Mag.
    - Burning Trail (Variant of Fireball): Burns one enemy for five turns with the formula of 40% (or 0.4x) Mag, 70 mana cost. Improvement adds 10% Mag.

    - Thunder: 3 electricity-attribute magical attacks with a formula of 70% (or 0.7x) Mag will hit randomly between you, one of the enemy, or one of your allies. Either that, or it will simply miss, but if it hits then the target cannot dodge, 70 mana cost. Improvement adds 10% Mag.
    - Lightning Rod (Variant of Thunder): The Target is 100% certain to be hit by Thunder for the rest of the battle. Only one Target can have this effect per Battle. If the Target dies, the remaining Thunders' hits are considered misses. 70 Mana Cost. Improvement adds 10% Mag to Thunder.
    - Bond of Pain (Variant of Thunder): Link 4 enemies for 3 turn. When one of Targets suffers damage, the remaining ones recieve 30% of the damage. 100 Mana Cost. Improvement adds 10% to the shared damage.

    - Determination: Raises your hit chance by 10% for 3 turns, 40 mana cost. Improvement adds 10% hit chance.
    - Charisma (Variant of Determination): Raises team damage by 10% against one target for 3 turns, 100 mana cost. Improvement adds 10% damage.
    - Moral Encouragement (Variant of Determination): Raise one ally's hit chance by 50% for 3 turn, 70 mana cost. Improvement adds 10% hit chance.

    Defensive Magical Skills:
    - Ice Block: Deals an ice-attribute magical damage against one enemy with the formula of 40% (or 0.4x) Mag and freezes the targeted enemy for one turn, 100 mana cost. Improvement adds 10% Mag.
    - Frostbite (Variant of Ice Block): Deals an ice-attribute magical damage against all enemy with the formula of 40% (or 0.4x) Mag and reduces their Atk by 2 until the end of the next turn, 100 mana cost. Improvement reduces 1 extra Atk.
    - Ice Break (Variant of Ice Block): Deals an ice-attribute magical damage against one enemy with the formula of 40% (or 0.4x) Mag. Deals triple the damage if the enemy is frozen, 40 mana cost. Improvement adds 10% Mag.

    - Holy Ray: Deals a light-attribute magical damage against one enemy with the formula of 70% (or 0.7x) Mag and dazes him until the end of next turn, causing the target to half their hit chance, 70 mana cost. Improvement adds 10% damage.
    - Barrier (Variant of Holy Ray): The target of the skill receives 2 less damage for 3 turns, 70 mana cost. Improvement reduces 1 extra damage.
    - Flashlight (Variant of Holy Ray): Reduces the enemy's Agi for 2 turns by 4, 70 mana cost. Improvement reduces 2 extra Agi.

    - Poison Magic: Poisons one enemy for 2 turns with the formula of 40% (or 0.4x) Mag, 40 mana cost. Improvement adds one extra turn of poisoning.
    - Paralysis (Variant of Poison Magic): A passive skill which reduces the enemies' Agi by 1 if they are poisoned by Poison Magic. Improvement reduces 1 extra Agi.
    - Deadly Venom (Variant of Poison Magic): A passive skill which raises the poison damage by 1 for every time the poisoned enemies get hit, if they are poisoned by Poison Magic. Improvement adds 1 extra poison damage.

    Special Magical Skills:
    - Demon's Temptation: Dark-attribute debuff Skill that multiplies the damage taken for a target by 1.2x for 3 turns, 100 mana cost. Improvement reduce mana cost by 10.
    - Path of Corruption (Variant of Demon's Temptation): (1) Deals consecutive dark-attributed magical damage for 5 turns with the formula of 40% (or 0.4x) Mag, 70 mana cost. (2) If Demon's Temptation is active, deal consecutive magic for 3 turns with the formula of 60% (or 0.6x) Mag instead and cancel Demon's Temptation's effect. Improvement adds one more turn for the normal use (1), and adds 30% Mag if Demon's Temptation is active (2), but the duration is still 3 turns. When improved, this skill will cost 10 more mana.
    - Tentacle Summoning (Variant of Demon's Temptation): (1) Deals dark-attributed magical damage with the formula of 40% (or 0.4x) Mag, 40 mana cost. (2) If Demon's Temptation is active, then the enemy will not suffer any damage from you, but their Atk, Agi, Mag and Wis will be reduced by 5 for one turn. Improvement adds 20% Mag for the normal use (1), and adds one more turn if Demon's Temptation is active (2). When improved, this skill will cost 10 more mana.


    - Earth Bullet: Deals an earth-attribute magical damage against one enemy with the formula of 70% (or 0.7x) Mag, 70 mana cost. Improvement adds 10% Mag.
    - Seal (Variant of Earth bullet): Seals one target for one turn. The target cannot be targeted by anyone but the target themselves, 100 mana cost. Improvement adds one turn of sealing.
    - Rockslide (Variant of Earth bullet): Deals an earth-attribute magical damage against one enemy with the formula of 70% (or 0.7x) Mag ignoring the enemies' Def, 100 mana cost. Improvement adds 10% Mag.

    - Wind Spirit's Blessing: Passively reduces 3 ranged damage. Improvement reduces 1 extra ranged damage.
    - Wind Spirit's Protection (Variant of Wind Spirit's Blessing): Every allies gains the effect of Wind Spirit's Blessing for 3 turns, 70 mana cost. Improvement reduce 1 extra range damage to Wind Spirit's Blessing.
    - Wind Spirit's Wrath (Variant of Wind Spirit's Blessing): Damages reduced from Wind Spirit's Blessing will be passively stored. Upon activation, Wind Spirit's Wrath will deal a wind-attribute magical damage against one enemy with the formula of 40% (or 0.4x) Mag plus the damage stored. The stored counter resets after use, 70 mana cost. Improvement adds 10% Mag and 1.1x/1.2x/1.3x damage multiplication of the stored damage.
    Here is a link to the Tier 2 Skills spreadsheet~!

    The Player starts at lv 0 with 10 HP, 100 mana, 2 extra stat points and 1 skill point.
    Every level up the Player gets 5 HP, 5 mana, 2 extra stat points and 1 skill point.
    The extra stat point can be used to raise one of stats except for HP and mana.
    Atk = Physic damage.
    Def = Extra HP. Recharges at end of battle.
    Agi = Physical aim and dodge chance.
    Mag = Magic damage.
    Wis = Magic aim and dodge chance. Sneak attack.

    The stats also affect other things and will affect more as the game develop.

    HP and Def:
    When your HP reach 0 you die. Yeah, it's a basic thing.
    Def work as an extra HP bar. It regenerates at end of fight.

    Skill Points:
    The skill point can be used to learn a variant skill, upgrade a skill or reduce the costs of one skill. A skill can be upgraded 3 times and the costs can be reduced 3 times. If the improvement condition is to reduce the cost, then you can reduce the cost 6 times.

    Levels:
    The max level is 10. After you reach that number, the character's level and stats will be reset and the character will get extra HP and mana. However, to 'reset' levels, the Player will have to enter a special dungeon within the Tower of Reincarnation.
    Every level up requires 10 EXP to level up. The monsters give EXP equal to monster's recommended level minus Player's level + 1.
    Monsters have rank. Players cannot get EXP from monsters who have inferior ranks than their reset count, and Players with low reset counts cannot encounter monsters from a higher rank.

    Jobs:
    Now you can pick a job. Every job have their own way to earn EXP. Just like your levels, a Job needs 10 'Job EXPs' to level up.
    Apothecary:
    Herbalism (Skill): Instead of having stronger effects for using the items from their recipes, all Apothercaries have +3 Quick Belt space for Potions.
    The Player gets 1 Job EXP for every 10/10 item recipe.
    With every Job level up, the Player gains 1 extra farm.

    Argonaut:
    Miracle strike (Skill): Deals 300% of (Atk + Mag) against a higher level monster. The skill can fail. The chance of activation is 10% x (monster's level - Player's level). Regardless whether the skill succeeds or fails, half of the Player's current HP and mana will be deducted upon activation.
    The Job will get one Job EXP every time the Player kills a monster with Miracle Strike as their finisher move.
    With every Job level up, the Player gains 10% additional chance of activating Miracle Strike.
    After this Job becomes level 5, only boss type monsters can give EXP to this Job.

    Blacksmith:
    Forge (Skill): The Player can use metal/heavy armor/weapon recipe.
    The Player gets 1 Job EXP for every 10/10 metal/heavy armor/weapon recipe.
    With every Job level up, the Player gains 1 extra mining point.

    Breeder:
    Feeding Acceleration (Skill): The Player can use food to skip 24 hours worth of breeding.
    The Player gets 1 Job EXP for every 100 foods used by Feeding Acceleration.
    With every Job level up, the Player will gain 1 extra ranch.
    Please read the part related to farming points for more details.

    Chef:
    Cooking (Skill): The Player can use cooking recipes and when the Player eats a food, its effects are doubled.
    The Player gets 1 Job EXP for every 10/10 cooking recipe.
    With every Job level up, all food effects of the Player gains 1 extra turn when the Player is in a team.

    Crafter:
    Ambidextrous (Skill): The Player can use wood/leather/lightweight armor recipe.
    The Player gets 1 Job EXP for every 10/10 wood/leather/lightweight armor/weapon recipe.
    With every Job level up, the Player gains a dismantle point.
    The Player can use a dismantle point to add an extra +1 to the dismantle roll of one type corpse. The effect is permanent and it can be stacked. In other words, by spending a dismantle point, you increase the chances of getting more materials! However, don't forget that the spent points don't come back, so use it wisely!

    Enchanter:
    Enchant (Skill): The Player can use magic recipes.
    With every Job level up, the Player gains 2 process points.
    You get 1 Job EXP for every 10/10 magic recipe.
    The Player can use a processing point to add an extra +1 to the processing roll of one type magic drop. The effect is permanent and it can be stacked. In other words, by spending a processing point, you increase the chances of getting a rare drop from a monster! However, don't forget that the spent points don't come back, so use it wisely!

    Explorer:
    Mapping (Skill): Upon activation at the beginning of the run, the dungeon the Player is in will be locked and the owner of the dungeon will be blocked from changing the dungeon's pattern. During this time, the Player will get the possibility to map it. The Player can then release the dungeon at any time, but the dungeon will have 48 hours of protection from being locked again. This skills also passively halves the damage from hunger and doubles Wis when the Player is not in combat.
    The Player gets 1 Job EXP for every completed map. Every Player needs to wait for one week before they can map a dungeon from the same dungeon master again.
    With every Job level up, the amount of permitted locking of dungeons raises by one.
    Mastery bonus only comes into effect for the crafter who made the item.
    That includes Blacksmith recipes, Crafter recipes and Enchanter recipes.
    Currently, Apothecaries and Chefs get double their job items effects, but this may change in the future - won't say.

    So, for mastery bonuses, only a Chef would get the +1 HP to cooked rat meat*
    Only an Apothecary would get the 5 Mana recovery from a bandage*
    For the other jobs, only the one who made the weapon/armour/trap/fake wall/scroll will get the mastery bonus.


    At start of your adventure, you will get 100 DP, 1 Beginner's Bag (10 space) and 1 Quick Belt (2 space). Good luck, and have fun!

    Game mechanics, reviving the game and pretty much everything: @SpearOfLies
    Editing, comprehending and translating: @Zone Q11
    Those who helped with DP Calculation, Clarification of Formulas, and DP Balance: @Nicolas

    The one who thought up the game: @Rumanshi
    People who made the game popular back in the days: @Lady Luck, @GamingIce, @Carm and @Evil_Ginger (More people will be named in the future.)

    SpearOfLies - Grand Master
    Zone Q11 - Great Master
    Nicolas - Dungeon Run Manager (Inactive)
    Matamaru (Former)
    Osamaru (Former)
    Nahrenne - Free Material Manager
    Elfidro - Market City Manager
    Frank N. Stein - Crafting House Manager

    For future reference:

    Staff Members for TOR:
    @Elfidro - Market City, Common Area
    @Frank N. Stein - Crafting House, Common Area
    @Nahrenne - Free Materials, Common Area, Sign-up and Updates
    @SpearOfLies - Common Area, Sign-up and Updates
    @Zone Q11 - Common Area, Sign-up and Updates, other threads when assigned staff is unavailable

    GMs for TOR:
    @Nahrenne Game development, game design, game mechanics, tutorials
    @SpearOfLies Game development, game design, game mechanics, tutorials
    @Zone Q11 Data management, tutorials

    Please remember these name tags in the future~

    Thanks for reading this~!

    X
     
    Last edited: Aug 12, 2018
  2. Zone Q11

    Zone Q11 『The Gas Mask』『Monochrome Plebeian』

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    Battle Sequence:
    The battle sequence goes as follows:
    - Melee attacks
    - Range attacks
    - Sneak attacks
    - Skills
    - Run away

    Most of the time, the attacker will have the advantage.
    Melee attack damage formula: attacker's Atk
    Hit chance formula(d20)= 20 + Player Agi - Enemy Agi
    Player will hit the monster if they roll higher than (20 - Hit Chance).
    Example: The Enemy has 2 Agi. You have 5 Agi. Using the formula, you would get 23. The Enemy Dodge Chance is 20-23, but because the result is a minus number, only a 1 would mean a miss. Had the Enemy Dodge Chance been something like a 5, then a 5 or below would be a miss.

    Ranged attack damage formula: (attacker's Atk + attacker's Agi)/2
    Hit chance formula(d20)= 20 + (Player Wis + Player Agi) - (Enemy Wis + Enemy Agi)

    Magic attack damage formula: Written on the skill.
    Hit chance formula(d20)= 20 + Player Wis - Enemy Wis

    Sneak attack: You need to have Wis higher than your enemy and the enemy isn't allowed to see you to perform a sneak attack. Some enemies may have special requirements to perfom a sneak attack. A sneak attack cannot be dodged.
    Damage formula= attacker's Atk * 2 - enemy's Def

    Skill: Skill have their own damage formula. Otherwise they use the basic melee/range attack formula. Magic attack use melee attack hit chance formula but instead of Agi, they use Wis.

    Run away: Self-explanatory.

    --- --- ---

    Armor Penetration Damage: A percentage of physical damage will be inflicted to the Def before the physical damage.
    Smash Damage: A percentage of physical damage will be inflicted to the HP before the physical damage.

    Resistances and Weaknesses
    Some monsters have resistances and weaknesses to a certain attribute.
    Resistance against Fire= Damage reduced by 1/4.
    Weakness against Fire= 1.5x damage.

    Resistance against Electric: Negates stackable damage and indirect damage.
    Weakness against Electric: Suffer 10% more damage from next attacks. Stackable.

    Resistance against Water: Immune to status effect and debuff (from this attribute).
    Weakness against Water: Atk and mag reduced by 3 for three turn. Stackable.

    Resistance against Nature: Reduces Turns or Number of Hits of the opponent's Skill by 2. Otherwise raise the opponent's mana cost by 30.
    Weakness against Nature: Target takes extra 10% (Atk + Mag) damage (from the opponent) every time it takes a wind attributed damage.

    Resistance against Earth: Def have double value and cannot be ignored (when attacked by this attribute).
    Weakness against Earth: Daze effect. (Hit chance halved for one turn.)

    Resistance against Dark: Reverses debuff effects, but light attack disables this and deal 10%(Atk+Mag) extra damage.
    Weakness against Dark: Doubles debuff effects (from this attribute).

    Resistance against Light: Ignores all effects (from this attribute).
    Weakness against Light: Effect skill deal 10%(Atk+Mag) damage.

    Additional Information:
    1 Handed Weapons: Sword, Club, Axe, Knife, Rapier, Throwing Knife and Staff.
    2 Handed Weapons: Spear and Bow.

    Throwing Knives are stored in the quickbelt to be used in a fight.
    To use the Throwing Knife, you need to have a hand free.
    Throwing Knives and Arrows can be reused as you pick up them after fight.
    Throwing Knives and Arrows can be coated with Numb Powder. See their effects at the Crafting House for more explanation.
     
    Last edited: Jan 26, 2019
    Quaesitor, J0HNL8 and SpearOfLies like this.
  3. Zone Q11

    Zone Q11 『The Gas Mask』『Monochrome Plebeian』

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    Dungeon Making:
    Every Player can make a dungeon. The one who decide what happens within a dungeon is called a Dungeon Master (DM).
    You need a dungeon core to make a dungeon. You can put unlimited amount of rooms, but other extra additions need to be bought from Market City. There will be a fixed price until it is decided to be good time to add a special job. However the Dungeon Cores, Monsters, and everything else will still be in Market City only, with a fixed price for the sake of balancing.

    Turns:
    Every 40 turns, the player needs to eat food. Failing this action would mean that the Player will suffer 50% of their maximum HP as damage. The specific number can be changed by the environments. Eating food restores 2 HP.
    Players can rest any time they want within the dungeon. A basic rest restores 20 mana.

    Rooms:
    Every room has a maximum of 4 monsters and 2 reinforcements. This can be upgraded. Upon upgrading the Dungeon Core, the aforementioned rule will change. 2 or 3 Players has a maximum of 7 monsters and 3 reinforcements for every room, while 4 Players has a maximum of 10 monsters and 4 reinforcements for every room.
    Players can check a room for an unlimited amount of times. The Player can find items, secret passages, fake walls, mechanism passages, switches for mechanism passage, traps, hidden monsters and DP.
    When a Player checks a room with monsters, roll a d20 for both Players and monsters. A success means that you found the target while the target didn't find you. If somebody in a party member manages to succeed, then everyone in the party will know the result. If both sides get 20, then no one is hidden.
    When rolling a d20, 20 always means that it succeeds and 1 always means a fail.

    Checks:
    Everything has a value to overcome. The Dungeon Master rolls a d20 and adds to this value the Wis stat. The Player needs to get the highest value to overcome the action.
    Hidden passages are free and requires a check value of 15. The amount of monsters depends on the Player's Wis. The priority of the check goes as follows: Monsters>Traps>Hidden Passages.
    A trap can be jumped over which depends on the Player's Agi and a d20, but it can also be disabled which depends on the Player's Wis and Agi and a d20. Jumping over the trap requires a lower value to overcome than disabling one and has a second roll to dodge which depends on the Player's Agi. Failing to disable the trap results in the trap hitting everyone in the party.
    Monsters have different and more complex behaviors as you reset your level.

    Dungeon Points:
    Dungeon Points (DP) is the game's currency.
    Every monster has a certain value. The Dungeon Master obtains that value every turn this monster fights. In other words, they are measured in 'DP/Turn'. Sneak attacks also counts as 1 turn. The maximum number of turns the Dungeon Master can earn from one monster is 5. Players get no DP for fighting nor for killing monsters.
    The amount of DP earned is multiplied by the number of players on the party run.
    Traps, fake walls, mechanism passages, switches for mechanism passage, and chests also have a certain value. Only secret passages don't have a value.
    For every traps the Player encounters, the Dungeon Master will get the DP value. More Players means more DP from a trap. If a Player manages to disable a trap, then everyone in the team earns the DP value of the trap.
    The Dungeon Master will get DP for every time a fake wall, mechanism passage and switch for mechanism passages the Player didn't check or fail to check. The maximum amount of failed attempts which can earned from a fake walls, mechanism passages and switches for mechanism passages is 2.
    Players will earn from chests no matter what. Objective chests have triple the value of a normal one.

    Scouting:
    One of the party members goes to scout the dungeon. The remaining party members will automatically rest at the room they are currently residing in. From now on, the traps will only hit the scout and not the party. The scout can call for reinforcements from the party within 2 spaces from the group. However, this will reduce the scout's Wis by 20 for one turn. The scout's call will attract all the monsters (except boss monsters and certain monsters) within 2 spaces. The group can accept the call and act as a reinforcement to the scout, or the group can simply refuse the call. If the monsters found nothing, they will return to their previous position while checking every room.
    The definition of two spaces can be seen as a "two turns distance".

    Objectives and Rules:
    Every dungeon has objectives. For every objective the Players complete, they can 'steal' 10% of the Dungeon Master's profit at the end of the run. A party will share the earning.

    The objectives can be:
    - Finding the objective chest.
    - Killing a certain number of monsters.
    - Reaching the end of the dungeon.
    - Killing the boss.

    Rules:
    - You can have more than one objective chest, but every one will be counted as a different objective and will stack up the percentage.
    - If the player kills double, triple or more of amount of the monster required for the objective, then it will stack up the percentage.
    - The boss monster will always be counted as objective.
    - The Dungeon Master will always inform the Player about the objectives.
    - Players cannot steal more than 100%
    - After an objective is completed, the Player has the choice to leave or remain in the dungeon. Otherwise they cannot leave the dungeon until they reach the entrance or the exit. Every dungeon has at least a way to leave the dungeon without finishing the objective.

    Tower of Reincarnation (Dungeon):
    "Tower of Reincantation" is also a special dungeon that only staffs can host. Monsters don't give you any loot and there aren't any chests. It is a trial to reset your level. A trial to reach the summit of tower.
     
    Last edited: May 6, 2018
    Nahrenne, Quaesitor, Naraku and 3 others like this.
  4. Zone Q11

    Zone Q11 『The Gas Mask』『Monochrome Plebeian』

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    Free Materials:
    Public Free Material:
    You can get a free material every 24 hour from the Public Resource Generator. You cannot get the material early and you cannot get multiple days worth of materials.

    Private Resource Generators:
    There are also Private Resource Generators, which are something you have to buy at the Market first before you can get your materials.

    Private Forests, Farms, and Ranches:
    Crafter, Apothecary and Breeder have their own private free material point. They can collect multiple days worth of materials. They can buy their private free material points.

    Mining points:
    Blacksmith can add mining points to his own dungeon. Blacksmiths can buy their Mining Points.

    Crafting:
    Every player can cook meat-type food into cooked meat at the Crafting House. However, their proficiency won't rise unless they craft the items related to their jobs. Cooks can raise their cooking proficiency by cooking food, crafters can raise their crafting proficiency by crafting items, etc. The formulas are written at the Crafting House.
    The base chance of a successful crafting is 1/10. Every success raise the proficiency by 1. By raising proficiency, the chance for a successfully craft can be raise up to 10/10.
    Mastery gives the recipe an extra effect.

    Scrolls:
    A Enchanter can infuse Players' skills into a scroll. The skill will not have any improvement from the Players. The use of scroll doesn't require mana. The scroll damage formula is based of user's stats. The Player who gives their skill, will have their mana reduced by half of the cost of the skill for 24 hours.
     
    Last edited: Oct 29, 2017
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  5. Belgarion_V

    Belgarion_V 『The Supreme Chuuni』『Explosion Loli』

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    Interesting, Now I just need to figure out how I set up a character lol
     
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  6. chillo

    chillo NUF BioTerrorist

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    where do I sign in?
     
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  7. Carm

    Carm Drip drop, when will time stop

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    Last edited: Oct 19, 2017
    Pyoo, Kuma Desu, GamingIce and 3 others like this.
  8. lichdeath

    lichdeath undead meatbun ^^

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    well im interested also for argonaut current hp and mana or max hp and mana?
     
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  9. Twilight Fox

    Twilight Fox 【Foxy】【Ayayayay!】

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    YAY!
    Also, RESERVED!
     
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  10. CCaprice

    CCaprice Well-Known Member

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    Sign me up.
     
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  11. Zone Q11

    Zone Q11 『The Gas Mask』『Monochrome Plebeian』

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    Do you want to sign up as well then?
    - Hey chillo! Long time no see! I still have your corpse from 1.0! :ROFLMAO:
    - I think that you can do that just here. Even if it appears that we need to do that in another place, we can always do it all over again in another Thread if we have to.
    Simply the current HP and mana. Not the max HP and mana.
    Will do.
     
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  12. applestooranges

    applestooranges cxxxxx[::::::::::> <:::::::::::::::]xxxxxכ

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    Sign me up please
     
  13. SinasCola

    SinasCola Well-Known Member

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    How many people can join?
     
  14. Lunnear

    Lunnear BL Readers and Writers- [My Muse is Yaoi~!]

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    I don't know how to use play but I will be watching this threat!!!
     
  15. Zone Q11

    Zone Q11 『The Gas Mask』『Monochrome Plebeian』

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    CCaprice likes this.
  16. Zone Q11

    Zone Q11 『The Gas Mask』『Monochrome Plebeian』

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    I don't know. We didn't have a limit at Dungeons 1.0, but then again this is Dungeons 2.0 so... probably no limit?
     
  17. lichdeath

    lichdeath undead meatbun ^^

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    sign me up too what are my rolls?
     
  18. Zone Q11

    Zone Q11 『The Gas Mask』『Monochrome Plebeian』

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    4 1 6 4 6
    Please don't tell me you need proof of that. Giving the proof is possible, but it takes so much time for pretty much nothing...
     
  19. lichdeath

    lichdeath undead meatbun ^^

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    why would i i got good rolls :)
     
  20. SpearOfLies

    SpearOfLies [Lucky Dad][Has a lovely daughter]

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