Registrations are not being accepted until further notice. There are not enough active players (as in, there are 0 active players) right now to make it worthwhile running new tutorials. Welcome! This is a Dungeon Crawling Text-based RPG that will be hosted here on NUF! I'm your host, Alice, pleased to meet you! This game is heavily based on the old Tower of Reincarnation game made by @SpearOfLies, which itself is based on the Dungeons game made by @Rumanshi. If you played any of those two, you might have already a gist of how this game works... If not, no worries, I'll walk you through it! ^^)/ In this thread you should be creating your character. The exact rulings of how to do will be explained below, as well as basically everything related to playing the game in general. Other rulings related to crafting and stuff like that will be explained in their respective threads. In any case, the rulings for this game are kinda long because I had to explain a bunch of specific thingies that won't come into play too often... But like, you really don't need to know most of that stuff to play the game, so here is a Quick Start Guide! Create your character! To do so, read the Quick Start Guide Spoiler below. (it has a few spoilers within it, but they're small, I swear! >.<) Once you have read those and filled the Character Creation sheet within the Character Creation Spoiler, tag @AliceShiki (that's me!) and I'll run a tutorial run for you, it will show you the gist of how the game works in a simple and easy to understand manner. And you'll also gain some rewards as you play it! Profit! ... Seriously, that's all you need to do. From that point on you can create Dungeons yourself or join Dungeons created by other players... And have fun! ^^)/ Spoiler: Quick Start Guide Spoiler: Character Creation Roll 5d6 (Type !roll 1, 6, 5). If the sum of your 5 dice is below 18, reroll. Repeat as many times as needed. Assign those results to the stats of ATK, DEF, AGI, INT and WIS. (Just to be clear, by assigning results you mean you have to use the results as is. Like... If you roll 3, 4, 6, 2, 5. You can't assign them as 6, 6, 6, 1, 1. You need to assign the specific rolled values to a stat. For example, an acceptable distribution would be 2, 5, 3, 4, 6.) Distribute two extra stat points as you see fit. Pick a Job. Pick a skill in the Skill Tree (This will lock you into the chosen tree, choose wisely). Earn a free Plank! (+3 ATK) Fill in the Character Sheet: Spoiler: Character Sheet Name: Job: [Your Job] Skill Tree: [The tree that you picked for your skills] Level: 0 (0/10) [The parenthesis represent your experience. With 0 being the current exp you have, and 10 being the total you need to level up.] Rank: 0 HP: 10 MP: 10 ATK: [Your Value] + 3 (this comes from your equipment) = [Total ATK] DEF: [Your Value] AGI: [Your Value] INT: [Your Value] WIS: [Your Value] Attack Element: None. Elemental Weakness: None. Elemental Resistance: None. Skills: - [The Skill you chose] (Level 0) [The description of the skill you chose] (The MP Cost of the Skill) Inventory: (0/10) - (You would usually list all consumables you're carrying here. But you currently have none) - - - - - - - - - Equipment: Main Hand: Plank (+3 ATK) Off Hand: Head: Body: Hands: Feet: Spoiler: Quick Stat Definition HP: Your hit points. If it reaches 0, you die. MP: You use that to cast skills and stuff. ATK: Defines your Melee damage. Also helps with Ranged Damage. DEF: Extra HP. Replenishes at the end of each battle. AGI: Defines your Melee Dodge Chance and chance of Dodging Traps. Also helps with Ranged Dodge Chance, Melee Hit Chance, Ranged Hit Chance, and the chance of getting the First Turn in battle. INT: Defines your Magic Damage. Also helps with Ranged Damage. WIS: Defines your Magical Dodge Chance, Magical Hit Chance and the chance of Finding Hidden Doors. Also helps with Ranged Dodge Chance, Ranged Hit Chance and the chance of getting the First Turn in battle. Spoiler: Stat Points and Skill Points Stat Points: When you spend a Stat Point, you increase 1 stat by 1. You cannot improve HP/MP this way. Skill Points: When you spend a Skill Point, you either learn a new skill, or you level up a skill you already learned. Learning new skills requires you to max out the level of the previous skill in the skill tree. See the skill tree for details. Also, you don't need to spend your Stat Points and Skill Points immediately after leveling up. You can save them up for later if you want. Spoiler: Jobs What are Jobs: Jobs are your character's functions outside of battle. They're basically your way to contribute to the game aside from going in dungeons themselves. What jobs are available: There are 5 of them. Apothecary: Creates consumable items. Blacksmith: Creates equipment through materials bought in the shop. Crafter: Creates equipment through monster drops. Enchanter: Enhances equipment. Collector: When a Collector is participating in a dungeon run, the final amount of drops obtained from it is increased by +20%. If there are multiple Collectors in the run, the final rewards are still increased by only 20%. Spoiler: Skill Trees What are the Skill Trees: The Skill Trees are collection of skills (skills are special abilities btw, they usually deal damage, but can have a plethora of different effects) that follow a given theme. Can I choose more than one Skill Tree: No. Once you choose one, you're locked into it and can only pick skills from it. The only way to change trees is by purchasing a reappraisal scroll in the shop for 3000 DP (The currency of the game). What are the available Skill Tress: Glad you asked! There are 5 of them, and you can read all the description of their skills in this spreadsheet (If the colors annoy your eyes, you can try this one) But well, those spreadsheets are BIG, so it can be a bit annoying to parse through... So here is a basic description of each skill tree and their basic skills: Ah, and the basic skills start at level 0 and cap at level 3, so you can level each of them 3 times... Without further ado, here is the list: Offensive Physical: A Skill Tree focused on dealing damage with Physical Attacks. Has overall low MP costs for its skills. Heavy Blow: Melee Attack that deals +2 Damage. Gains +2 Damage per level up. Costs 4 MP. Precision Shot: Attack that hits 2 targets. Increases your AGI by 4. Lasts 2 turns. Gains +2 AGI bonus per level up. Costs 4 MP. Defensive Physical: A Skill Tree that relies on Physical Attacks while being focused on nerfing the opponent and buffing yourself. Has overall low MP costs for its skills, but they're somewhat higher on average than the costs of the Offensive Ones. Guard Punch: Attack that deals normal damage. You gain +4 DEF. Lasts 2 Turns. Gains +2 DEF per level up. Costs 4 MP. Shield Blow: Attack that deals extra damage equal to your current DEF. Afterwards, it sets your current DEF to 2. Costs 4 MP. Increases the value the DEF is set to by +1 per level up. Offensive Magical: A Skill Tree focused on giving big damage with very powerful spells. Has pretty high MP costs. Fireball: Deals 100% of your INT as Fire Damage. Gains +10% damage per level up. Costs 7 MP. Thunder: Deals 50% of your INT as Thunder Damage to 3 random enemies. Can't Miss. Gains +10% damage per level up. Costs 7 MP. Defensive Magical: A Skill Tree focused on hindering your opponents and buffing your allies. Has the biggest MP Costs. Ice Block: Deals 40% of your INT as Ice Damage. Also freezes the target for 2 turns. Gains +10% damage per level up. Costs 4 MP. Seal: Makes a target of your choice cease to exists. Lasts 1 turn. You can make another action in the same turn you use this spell. Duration increases by 1 turn per level up. Costs 10 MP. Hybrid: A mixmatched Skill Tree that takes skills from the other 4 skill trees. It's not very focused, so it's probably suboptimal, but it has some added versatility at least. Heavy Blow: Melee Attack that deals +2 Damage. Gains +2 Damage per level up. Costs 4 MP. Ice Block: Deals 40% of your INT as Ice Damage. Also freezes the target for 2 turns. Gains +10% damage per level up. Costs 4 MP. Are those all skills: No. But I'm not gonna write everything in those sheets in here, it would take forever and would be super hard to format. Check the spreadsheets to see the rest. Now, for those of you that wanna get into the nitty gritty of the rulings... Here is the whole thing: Spoiler: About Your Character Spoiler: Skills What are skills: Skills are special abilities you can use during a dungeon run. The vast majority of them cost some MP and give you some beneficial effect, often times damaging the opponent. How do I get them: You need to spend a Skill Point to obtain or level up a skill. Just tell a GM you're getting them and the GM will put them in your character file in the spreadsheet. If you're in the middle of a Dungeon Run, you can just tell the DM and roll with it up until the end of the run, when you should tell the GM that you're adding it properly and then they'll put it in your part in the spreadsheet. How do I know which ones are available: Check the Skill Tree. Ask a GM if it confuses you. Do I get locked into picking only skills from a given Skill Tree once I pick one: Yes. Though you can buy an item to change your skills in the shop for 3000 DP. Clarifications on how Skill Works: The wording on the Skills of Both Players and Monsters might cause some confusion. This is a list of terms that come up often in the skills and that might cause confusion. This should hopefully clarify the meaning of them all. Allies: The word "Ally" always refers to "You or a Party Member", in a similar vein, "All Allies" means "You and all your party members". Targetting Aliies: Skills that target allies never miss. Don't make a hit chance check. Combat Skills and Utility Skills: A combat skill is a skill that can only be used during combat. Also, effects from Combat Skills immediately fade after Combat is over. An Utility Skill is a skill that can be used at any time and its effects don't disappear at the end of combat. Skills used by the monsters you find in a Dungeon are always treated as Combat Skills. Stacking Effects: A bunch of skills specify rather they stack or not. What this means is rather the skill's effect can stack up on top of itself. For example, if you cast Frostbite (Level 0) twice, and hit your opponents twice, you'll reduce their ATK by 4. The duration of the effect is not reset when it stacks though, so you'll need to keep track of each -2 ATK separately. On the other hand, if you cast Barrier (Level 3) on an ally to reduce the damage they take by 5. Casting Barrier again will have no effect... However, you can cast Beacon (Level 5) on them to further reduce the damage they take by 3, making they take 8 less damage per attack. Stacking Effects from Multiple Sources: Sometimes you might wonder what would happen if two different sources have the same skill. Maybe because two players got the same skill, or more often because you are facing multiples of the same monster. The way this works, is that the game treats it as if it was only one person casting the skill. So a skill that stacks with itself will stack with skills used by the party members... And a skill that doesn't stack won't stack with what other party members used. Duration of Effects: Turn duration is usually counted by number of actions. For example, if an effect Freezes an enemy for 3 turns, it means the enemy will be unable to move 3 times. After that, they'll be able to act normally. Skills that deal damage per turn: If a skill deals X damage per turn, it means the damage is dealt immediately after the skill hits an enemy, and at the start of each subsequent turn. The initial cast of the skill can miss, but once it hits, the damage per turn effect always hits. Effects from Combat Skills: When combat ends, any bonuses caused by combat skills instantly disappear. For example, Hastened Blow gives an AGI buff for 3 turns, but if a battle ends in the turn that Hastened Blow was used, then you cannot move to a new room while the buff is still active... Instead, the AGI buff will immediately disappear as soon as combat ends. Affecting Stats: Some skills affect the stats of the allies or enemies. When something reduces someone's stats, it never reduces the Stat below 0. Dependent Skills and Stats going below 0: Sometimes in unusual circumstances, a stat might technically go below 0. This usually isn't a problem, as the game doesn't allow the stat to go below 0, but some confusion may arise with skills that depend on the stat. For example, if you have 10 DEF and use the Burning Spirit (Level 4) skill, your DEF will become and you will gain 10 ATK. However, if at that moment you were to change your weapons from Rusty Sword (+2 ATK/AGI) and Rusty Shield (+2 DEF), and equip a Rusty Spear instead (+3 ATK/AGI), your DEF would technically go to -2, which the game doesn't allow, so it would instead go to 0. At this point one might wonder how much ATK you'll gain from Burning Spirit (Level 4) after the gear change... To that, the answer is 8. Your current max DEF was reduced by 8 points lower than its maximum by Burning Spirit's effect, therefore the buff that Burning Spirit provides is 8. Absorption Effects: Some effects depend on how much damage they dealt or how much they reduced a stat by. When resolving those effects, always ignore any damage/stat reduction that would lower the HP/Stat below 0. For example, if you were to use Drain Life on an enemy with 10 HP, and dealt 50 damage. You would only recover 10 HP. Damage Reduction: Some effects say that you reduce the damage an ally takes. In those cases, it means the damage of each individual hit the ally takes is reduced. For example, if you cast Beacon (Level 3) in an ally that is fighting against 4 Rats, and each rat uses the Bite skill, your ally will take 1 damage from each bite (2+2-3 = 1). Also, damage reduction is perfectly capable of reducing the damage of an attack to 0, but it will never make the attack deal negative damage. Damage Reduction and Ignoring Defense: If a skill ignores Defense, it will also ignore Damage Reduction effects (except Elemental Resistance). Recovering/Increasing a stat: When you recover a stat, it means you are replenishing part of its value, but it cannot ever exceed its cap through recovery. When you increase a stat on the other hand, you can go as above the cap as you want, unless the skill's description says otherwise of course. Increasing DEF: When you increase someone's DEF. Always increase both MAX DEF and Current DEF. Temporary DEF and Damage: Whenever you have a temporary buff to DEF (Like if you used the Guard Punch skill) and take damage, the damage always deducts points from the temporary DEF first and foremost. Once the Temporary DEF runs out, the damage will proceed as normal to the normal DEF, and then to HP in case this one runs out too. Modifying the Hit Roll: When you modify a hit roll, it means that you add (or reduce) a value to dice roll that would decide if you hit or miss. For example, if something is giving a bonus of +2 to the hit rolls of your attack, and you roll a 12 in your attack roll, said roll should be counted as a 14 instead. Skill Types: There are 4 possible types of skills. Melee, Ranged, Magical and "Attack". A Melee skill uses the Melee formulas. Those usually describe the type of attack they use. A Ranged skill uses the Ranged formulas. Those usually describe the type of attack they use. A Magic Skill (or spell) uses the Magic formulas. All skills in the Magical Skill Trees are counted as Magic unless stated otherwise. An "Attack" skill means that it will be an attack that follows the type of your weapon. Spoiler: Leveling Up When do I level Up: You Level up whenever you reach 10 exp. When do I earn exp: You earn exp as soon as a monster dies in a dungeon run you're a part of (DMs don't gain exp). What if I kill multiple enemies in the same turn: In that case, add the exp of each enemy one at a time. For example: if you're level 0 (0/10) and kill 10 rats in one turn, you won't get 40 exp. You will get 4 exp for the first 3 rats, which will make you level 1 (2/10). Then you'll get 3 exp for the next 3 rats, which will make you level 2 (1/10). Then you'll get 2 exp for the next 4 rats, which will make you level 2 (9/10). What's the Maximum Level: The Maximum Level is 10. What are the Level Up Bonuses: Whenever you level up, you gain the following: 5 HP. 5 MP. 1 Skill Point. 2 Stat Points. When I can use the Level Up Bonuses: You gain the HP/MP immediately, as soon as you level up. The Skill Points and Stat Points however, cannot be used during battle. So you got to wait until you finish your current fight to consume them. Do I get Fully Healed when I Level Up: No. Spoiler: Ranking Up When you reach level 10, you become unable to level up and become stronger. In order to keep improving your character, you need to rank up. When you rank up, the following things happen: You go back to Level 0. You lose 30 HP. You lose 30 MP. You lose all your stat points and need to reroll your stats (as if you were creating a new character). After assigning your new stats and your 2 bonus stat points, you gain +[Your Rank] to all stats (so if you became rank 1, you'd gain +1 to all stats, rank 2 would get +2 and so on forth). You gain 1 skill point. In addition to all that, you are also allowed to change your Skill Tree and your assigned Skill Points after ranking up if you wish. To rank up you need the following requirements: Be at level 10. Own one of each unique boss drop from bosses of your rank (They're called Essences). All that aside, ranking up is also necessary to craft better equipment, so it's very important that you rank up whenever possible! Spoiler: Resetting Stats/Skills/Jobs Can I change my stats/skills: Yes! If you don't like the way you spread your stats and/or skills, the shop sells items that allows you to reassign those. Each costs 3000 DP though. That's way too expensive and I'm way too new in the game to have this much money: You're in luck! There is another way to change them, though only if you're relatively new to the game~ Here is how it works: If you are: Rank 0, your Level is below 10 and you are not in a dungeon run... You are allowed to change your assigned skill points and your Skill Tree whenever you want. If you ever reached Level 10, then you can no longer make use of this benefit, even if you die and lose a level later. Under those same circumstances, you are also allowed to change how you assigned the stat points you rolled, as well as the Bonus Stat Points you assigned on level ups. Can I change my Job: Sure, you can do it for as long as you aren't in a dungeon run... That said, if you have any crafting Levels/EXP, you'll lose it all once you change jobs. So think carefully before doing it. And most importantly... PLEASE notify a staff member if you are going to do any of those changes. We need to know those things in advance. Spoiler: Equipment What equipment can I use: You can equip one of each: Helm, Armor, Boots, Gloves, Weapon, Shield. Some weapons are two-handed, which stop you from using a shield. Which weapons are two-handed: At the moment, Spears, Staffs and Bows are two-handed. Which weapons are Ranged: Bows are Ranged. Everything else is Melee. Do I need to keep buying arrows for my bows: You only need to buy them once. Consider that an "arrows" item gives you access to infinite arrows. You cannot use a bow if you don't have arrows equipped though. How do I note down in my equipment section my two-handed weapons: For Spears/Staffs, just write that the Spear/Staff is on the Main Hand and in the Off-hand as well. For Bows, write the Bow in the Main Hand and the Arrows in the Off-hand. What are Full-Set Bonuses: You earn a Full-Set Bonus for equipping all items of the same Type and Rank. They are small bonuses that reward you for doing so. Specifically, you achieve the full-set bonus if you use the same Type/Rank of Helm/Gloves/Armor/Boots (Gauntlets, Hoods and Plates are just me renaming Gloves, Helms and Armors. They still count for the purpose of Full Set Bonuses). What does it mean to have items have the same Type: It means that they were crafted by the same profession. For example, a Rat Hood is of the same Type as a Thunderbird Gloves. On the other hand, a Rat Hood is not of the same Type as a Tin Gauntlets. What if I have all 4 items of the same Type, but of different Ranks: Then you get the Full Set Bonus of the lowest Rank items among the ones you're using. For example, if you have a Rat Hood, Druid Gloves, Warg Boots and a Tearful Plate, you'll get the Rank 0 Crafter Full Set Bonus, which is +1 AGI/WIS. Spoiler: About Diving Into A Dungeon Spoiler: Exploring What you can find: As you explore a dungeon, you can find a myriad of things, such as traps, monsters, fake walls, chests... And of course, bosses! Traps: Traps are triggered when you enter a room or open a chest. If its triggered when you open a room, it affects all party members that fail its save roll. If on a chest, it affects only the person that opened the chest, though then the trap's save roll will be twice as hard. Triggering a trap awards DP equal to its cost on the shop, regardless of rather you dodged it or not! \(^^)/ Fake Walls: When you clear a room (kill all monsters in it), the DM (Dungeon Master) will automatically make a roll to see if you find any Fake Walls within the room. If you pass the test, you'll notice it. Failing to find a Fake Wall means you won't have another opportunity to find it again in this Dungeon Run. Though you can still find other Fake Walls. Once you find a Fake Wall, you have the option to break it and unlock a hidden path... Which might have some juicy rewards for you~ Also, breaking a Fake Wall awards you DP equal to its cost on the shop! \(^^)/ Chests: Chests have a large amount of randomly generated loot! They don't give DP, but they give a lot of materials! You can only open chests after all monsters in the room are killed. Just be careful with traps and... Mimics! Mimics: Mimics are a special kind of trap. They're monsters that lie in wait within chests. When you open a chest with a Mimic Trap in it, you make a save roll as normal to see if you avoid the trap... If you fail it though, you'll be hit by a Surprise Attack from the Mimic! Then the players will have a chance to act and fight back. If you pass the save roll, you will automatically dodge the Mimic's Surprise attack and be able to immediately act and fight back. Attacking Mimics in advance: If you think a chest might be a Mimic, you can attack it in advance, even before trying to open it. If the chest is a Mimic, the Mimic will automatically be hit by the attack and lost its chance for a Surprise Attack. Then the fight will start as normal, with the players having the first chance to act. If the chest is not a Mimic however... Then you'll break your chest and lose 1/2 of the loot (also, you'll trigger its traps, if applicable) it usually drops. Be careful with it. Mimic Drops: Mimics drops 1.5* more loot than normal chests, making them very rewarding for the players that can kill them. They also drop a bit of DP, though only as much as the Mimic Trap was worth in the shop, same as normal traps. Chests and Mimics: Mimics can only be put in Chests that share their rank. As in, R0 mimics can only go in R0 chests, R1 mimics in R1 chests and so on forth. Monsters: If you find monsters in a room, the DM will roll for initiative to decide who acts first in the turn, and then a battle starts. Killing Monsters awards DP equal to their cost in the shop! \(^^)/ Objectives: When you start a dungeon, the DM may provide you with some objectives. Those are special goals you might clear as you explore the dungeon. If you do clear them, you'll get +10% extra DP per objective! Objectives can be one of the following (You can only pick one objective per category): Kill all X monsters: This means killing all monsters of a given type that the DM put within the dungeon... For example, "Kill all Rats." The DM should provide the exact number of monsters that are on the Dungeon as well, as this will make things easier to keep track of for both players and DM. The minimum number of monsters of a type that a dungeon may have in order to have this objective is 14. In other words, if your dungeon has 13 or less rats, you cannot pick the "Kill all Rats" objective. The monster chosen for this objective has to be the monster of the highest rank within the dungeon. If there are multiple monsters of the same (highest) rank, then the monster of the highest level should be chosen. If there are multiple monsters with the same (highest) level, than any of them can be chosen. Explore the whole Dungeon: That is as simple as entering all rooms within the dungeon. Rooms hidden behind Fake Walls and Boss Rooms don't count for the sake of this objective. The minimum number of rooms your dungeon needs to have to pick this objective is 10. Reach the Dungeon's End: The DM has the right to choose a room as the final room of your dungeon. Reaching it will immediately trigger this objective. In case your Dungeon has a boss, the boss room should always be the final room. ... Common sense entails that the final room should be a dead end. The minimum number of rooms your dungeon needs to have to pick this objective is 20. Find all Hidden Chests: If you Dungeon has Fake Walls in it, you may put a chest hidden behind the Fake Wall. If the players open all chests that are hidden behind Fake Walls, they earn the completion of this objective. The dungeon needs a minimum of 2 chests hidden under a minimum of 2 different fake walls in order to pick this objective. Kill a Boss: Fairly straight-forward. Killing any boss within your dungeon will award this objective. You can only pick this objective once per dungeon. Also, any dungeon with a boss is forced to have this objective. In addition to that, you're forced to list which are the bosses that are in your dungeon at the start of the dungeon. Spoiler: Changing Equipment During a Dungeon Run How do I carry extra Equipment to a Dungeon: If for any reason you wanna change equipment during a dungeon run, you'll need to carry them with you from the moment you enter a dungeon. To do that, just put it in your inventory, it will take one of your consumable item slots. How do I change my equipment: Just tell the DM you're equipping the backup gear and repost your character sheet, but with your new stats that were now modified by your brand new equipment Make sure your old equipment is now listed in your inventory and the new gear in your equipped gear. Does it cost anything: It costs one turn. Spoiler: Battles Initiative: When a battle starts, the DM rolls for the initiative of each party by using the stats of the member with the highests AGI/WIS of each. Whoever wins acts first. Turn: A turn is defined by 1 action of each player + 1 action of each enemy. A turn ends when all enemies acted. The exact way to count turns may be a bit confusing under certain circumstances, so I'll go over a few different scenarios to help making things clearer. Though bear in mind that turn count isn't a super important rule you need to be aware of, so it's fine to change the way you go about it if it will suit your needs. Turns and Initiative: This is how you should count turns depending on who got the first turn and stuff... It's simpler if I use an example. Players win the initiative: Turn 0: Players are in the Entrance Room. Turn 1: Players move to a new room, initiative is rolled and they start. Turn 2: Players attack, monsters attack. If this is a boss fight, this is when reinforcements would start arriving. Turn 3+: Repeat Turn 2's process until the battle ends... Once the room is cleared of all monsters, you'll be back at the Turn 0 situation. Monsters win the initiative: Turn 0: Players are in the Entrance Room. Turn 1: Players move to a new room, initiative is rolled and monsters start. Monsters act and attack the players. If this is a boss fight, reinforcements won't arrive at this turn. Turn 2: Players act, monsters act. If this is a boss fight, reinforcements will arrive from this turn onwards if able. Turn 3+: Repeat Turn 2's process until the battle ends... Once the room is cleared of all monsters, you'll be back at the Turn 0 situation. Acting: Each party always acts as a whole and they can act in whatever order they want. Their enemies will move after everyone in the party moved. Similarly to the players, the enemies will move in whatever order the DM wants them to. Possible Actions: These are the possible actions you can do when it is the players' turn to act in the middle of a battle. All of those movements consume your action for that turn unless stated otherwise. Attacking. Using a Skill. Using a Consumable. Changing your equipped items with items in your inventory. Shielding (see below). Fleeing. Sneak Attacks: Sneak Attacks can only be used in the first turn of the battle and only if the result of your initiative roll was 10+ higher than your opponent's. A Sneak Attack is a Physical Attack that deals *1.5 the damage of a normal Physical Attack. A Sneak Attack cannot miss. You cannot use Skills when using Sneak Attacks unless the skill says otherwise. Running: At any point of the battle, any party member can run away (running away always works). If they do, they will return to the previous room. If one party member fled and wishes to return to the battle, they may do so. They'll spend one turn traveling between rooms (They can be attacked during their return to the room, but not when they fled the room), and then will act in the same turn as the rest of their party. If the entire party flees, they may return to the battle if they desire, but they'll automatically forfeit their right for an initiative roll and the enemies will always act first (though they won't sneak attack). Targeting: Players can always target whatever enemy they wants, unless something states otherwise. Monsters on the other hand should usually choose targets randomly. If the DM doesn't want to do random target, they should evenly spread the monster attacks out instead. Shielding: Players have the option to shield an ally. When that happens, the player will refrain from acting on this turn, but will instead take all hits aimed for said ally (as well as all hits aimed for themselves). Drops: When you kill an enemy, you always get all drops listed in their sheet. You won't get those drops immediately, but instead they'll go directly to your storage once the Dungeon Run ends. In case of a Party Run, the drops need to be split among the party members at the end of the run. The exact way the drops are split is decided by the players themselves. Party Bonuses: Enemies receive party bonuses for every 3 of themselves in the room. For example, a Rat has a party bonus of +1/+2/+3/+4 to all stats. This means that all rats get +1 to all stats if there are 3-5 rats in the room, +2 if there are 6-8 rats, +3 for 9-11 rats, and +4 for 12 rats. Enemies per Room: There is a maximum number of enemies that is allowed in each room. If a room reaches the cap of enemies available to it, it is considered full. The maximum number of enemies allowed in a room depends on the number of players in the dungeon run. They are the following: 1 Player: 4 enemies. 2-3 Players: 7 enemies. 4 Players: 10 enemies. Reinforcements: Sometimes monsters might be waiting in ambush to hit the players. Those are Reinforcements. Reinforcements may come at the end of a turn, and they only attack in the turn that comes immediately after it. Reinforcements may not make the room go beyond its maximum capacity of monsters. The maximum number of reinforcements that may arrive at a room depends on the number of players in the room. They are the following: 1 Player: 2 Reinforcements. 2-3 Players: 3 Reinforcements. 4 Players: 4 Reinforcements. Summoning and Splitting: Monsters will sometimes create new monsters or split themselves into new ones. For the sake of simplicity, Split monsters are always treated the exact same as Summoned Monsters. In addition to that... Rewards from Summoned Monsters: Summoned monsters will not award any Exp, DP nor drops. You'll only get the rewards from the original monster. Limit of Monsters in the Room: Summons may exceed the maximum number of monsters allowed in a room, so be careful to not let them get too out of hand. To be specific, they don't even count for the maximum number of monsters in a room. When do Summons Act: Summons do not act in the turn they were summoned. Afterwards, they act at the same time any other monster would. Summons Every Other Turn: Sometimes a summon may appear passively every other turn. In this case it means that the summon will be summoned at the end of the 1st turn of battle, and then at the end of the 3rd, 5th, 7th and so on forth turns. Spoiler: Consumables What are they: Consumables are special items that the mainly Apothecary can create. You can use them during Dungeon Runs to get special bonuses, but they're consumed after a single usage. Are there limits to how many I can take with me: You can carry as many as it fits in your inventory. How does using them works: Just tell the DM you're using them and the effect will be applied. This usually consumes a turn, unless the Item in question says that it "doesn't cost an action." Items that don't cost an action: Some items have in their description that they "don't cost an action." This means that you can use them, and still use an attack/skill in the same turn. Uses per turn: You can only use one item that doesn't cost an action per turn. Weapon Coatings: The "Powder" and "Ointment" items are "Coating" type of Consumables. They give temporary bonuses to your Weapon. You can only apply one coating to your weapon at a time. Once the coating has been used up, you can apply a new one though. Spoiler: Bosses Bosses are special battles with a plethora of unique characteristics. They're also required in order to rank up, so it's important to learn their details. Bosses Give no DP: Differently from all other monsters, killing a boss will give you no DP at all. That said, they will always count as objectives for a Dungeon Run. Boss Rooms should always be clearly announced: Not only should you always announce that a boss is an objective of the run at its start, but you should also tell the players when they reach the boss room. The exact way you use to announce it doesn't matter much, just make it sure it is very clear that a boss is ahead. Here are some examples of Boss Room Announcements: "As you enter the room, you see a huge creepy door that is emitting a very evil aura, it most likely has something terrible behind it, like a boss or something. Do you really wanna open it?" "As you move through the corridor, you stop midway to read an unusual plaque that seems to be right in the middle of it... The plaque reads 'Boss ahead'... I wonder what that could mean... So... What you gonna do?" "Btw, the next room is a Boss Room. So like... You all wanna fight it?" How many bosses can I put in my dungeon: As many as you want, but you can only put one boss per room. Party Scaling: Bosses have different stats depending on the party size. The more members you have, the stronger the boss is. The things that scale with party size are denoted with a "/" in their numbers, with them always depicting 4 different numbers, with the leftmost being a 1 person party, and the rightmost one being a 4 people party. To give a practical example of this means, the Starting Party Members of the Great Stone Boar are Stone Boars, and you can find the following number of them in the room paired together with the boss: For parties of 1 player: 3 For parties of 2 players: 4 For parties of 3 players: 5 For parties of 4 players: 6 Summoning Requirement: All bosses have a Summoning Requirement. What this means is that you can't simply go and fight a boss at your whims, you need to do something in advance, because they'll only face those that have proved themselves worthy of facing them off. Usually, the requirement is to kill a bunch of enemies that are (hopefully) related to the boss itself in some way. Regardless, you always need to clear all conditions of the Summoning Requirement in the same run that you attempt to fight the boss. Immunities: Bosses are immune to any effect that would stop them from acting. Including, but not limited to, Freezing, Paralyzing, Sealing and any other effect I might think of in the future. Starting Party Members: The bosses usually don't fight alone. They have a bunch of allies to help them out. The DM does not need to purchase said allies nor the reinforcements that come during the battle from the shop... But those allies don't give any rewards either. The Starting Party Members will, as the name says, already start the battle by the boss' side. AI: Bosses and their allies have an AI. What this means is that differently from usual enemies that just do whatever the DM feels like, bosses will behave in a more predictable pattern. Reinforcements: At the end of each turn, bosses will receive the reinforcements listed in their sheet. Differently from normal reinforcements, there is no limit to the amount of reinforcements a boss can receive. However, the number of monsters in the room still can't exceed the maximum amount allowed in normal rooms. Reinforcements Every Other Turn: Sometimes a Reinforcement may appear every other turn. In this case it means that the Reinforcement will appear at the end of the 1st turn of battle, and then at the end of the 3rd, 5th, 7th and so on forth turns. Ending the fight: The boss fights end when the boss dies. All of the boss' allies immediately die as soon as the boss dies. Drops, DP and Exp: The boss' allies give no drops, nor DP nor exp. The boss gives a lot of drops to compensate though. Running Away: You can run away from a boss just like you do in normal battles. However, if the entire party runs away, then the boss and their allies will be reset to their initial state. Respawning any dead allies, recovering all HP/MP and removing any effect from skills that are afflicting them. Essences: When the boss dies, it drops one Essence to each member of the party. This essence is necessary for ranking up. Essences are untradable/unsellable. You need to earn your essences by fighting the bosses yourself. Also, you can't have more than one of each essence in your inventory... Not that it matters anyways, since there isn't any use for having more than one. Dying/Fleeing from a Boss that your allies killed: If you were not in the boss room when the battle ended, either because you fled or because you died, then you won't earn the Essence from killing the boss. Spoiler: Dying Death Penalties: If you die the following happens: Your exp is set to 0. You lose a Level. Which aside from lowering your current level number, also mean the following: You lose the last two stat points you spent. You lose a skill point (has to be from your highest ranked skill. You can choose from which one if you have more than one tied at highest rank.) You earn no DP from the run you died in. The above penalties don't apply if you're at Level 0. Monster Drops: The monster drops you earned throughout the run will be given to your allies if you were in a party. If you were alone, they'll be kept by the DM. Spoiler: About Becoming A Dungeon Master (DM) Spoiler: Being a DM How do I become one: It's super easy. Just buy a Dungeon Core in the shop and... Congratulations! You're a DM! \(^^)/ What do I do now: After becoming a DM, you need to buy monsters to put in your dungeons, as well as any other thingies you want... Then, you just need to find some players to dive into your dungeon! Once you find the players, create PM with the players, and the following 4 GMs: @AliceShiki, @Zone Q11, @SpearOfLies and @strikegunner. After that, tell the players what are your dungeon's objectives and ask them to provide their character sheets to you. And then... Start guiding them through the dungeon! Just like how I did to you in the tutorial! Feel free to ask any questions to the GMs or other more experienced DMs if you are still in doubt! Can I own multiple Dungeons: No. Mainly because you don't need it. As in, while you only own one dungeon, the size of the dungeon, the monsters inside it, the location of traps/walls/monsters, the difficulty increments, the rank of the things inside it... All of it you can change at whim (as long as you own the appropriate core upgrades of course). So... Since you can basically do whatever you wish with your dungeon and can always change things around in whatever way you want... There isn't much of a need to own multiples, just remake your dungeon as you please. Earning DP as the DM: The amount of DP you earn is fairly straight-forward. You earn DP equal to the sum of DP all players in your dungeon earned. You also earn extra DP for yourself that is equal to the amount one player earned. If you want it in numbers, it's like this: [DP earned by a Player]*([Number of Players] + 1) What this means is that you'll never suffer a loss of DP by running a dungeon. Every time the players profit, you'll profit together with them. Also, the more players there are in your dungeon, the bigger your profits will be, so feel free to bring as many players as you can to your dungeon! Upgrading the Dungeon Core: The starting Dungeon Core doesn't allow you to do much. Only up to 3 rooms and only as many as 2 players can go into your dungeon at first. You can also only put Rank 0 mobs/items in it. However, you can spend some DP to buy upgrades that will allow you to increase your dungeon's size, as well as the number of players that can go into it! Not to mention putting the higher Rank mobs/items inside it! \(^^)/ You can also make your dungeon harder and earn some extra sweet rewards from it, though the main goal of that is just to provide a bigger challenge to your players~ See the Dungeon Core Upgrades section in the Market Thread for details. Putting Monsters/Traps/Chests/Walls/etc in your dungeon: There isn't any bureaucracy involved in putting things in your dungeon. You can just put them at will. That said, there are some restrictions that you need to follow, which are the following: You need to buy the appropriate upgrades to your Dungeon Core in order to place things there, such as... Party Core Upgrades to increase the amount of players that can enter your dungeon. Rank Core Upgrades to allow you to put monsters/items of a higher rank within your dungeon. Room Core Upgrades to increase the amount of rooms your dungeon can have. Difficulty Core Upgrades to make your dungeon extra tough while also giving extra rewards. There is a limit of monsters each room can have. The limit is raised in case there is a party in the dungeon. The exact numbers are the following: 1 Player: 4 monsters per room. 2-3 Players: 7 monsters per room. 4 Players: 10 monsters per room. Moreover, monster reinforcements are also capped like the following: 1 Player: 2 reinforcements per room. 2-3 Players: 3 reinforcements per room. 4 Players: 4 reinforcements per room. In addition, each room can have at most 1 Trap and 1 Fake Wall. That said, you can put as many trapped chests as you want in a room, regardless if that room has traps or not in it. For anything that isn't listed here, you should assume you can put as much of it as you want. The Entrance Room: That's the first room in your Dungeon. All dungeons have an entrance room and they never have anything in them. It's basically there just to say that your players entered from somewhere. The Entrance Room does not count for the number of rooms your dungeon is allowed to have. In other words, if you can only have 3 rooms in your dungeon, it means 3 rooms + Entrance Room. Guiding your players: You always need to tell your players what they see in the room they enter. Like, what paths are available, if there are any chests and stuff like that. I also recommend giving them a map to make things easier for both you and then, though you're not forced to. What actions should my monsters use: Monsters only have 3 possible actions available to them: Attack, Sneak Attack and Skill. Which ones you should use depends on some factors... There are 3 possible scenarios that change the way your monsters act in your dungeon, I'll go over each of them. 1) There is no boss in the dungeon. 2) There is a boss in the dungeon, and you are not in the boss room. 3) There is a boss in the dungeon, and you are in the boss room. Let's start from the first and simpler one: There is no Boss in the Dungeon: In that case whatever the mobs do is up to you. I'd recommend using the skills and sneak attack whenever possible, but you have freedom on what you'll do. There is a boss in the dungeon, but you are not in the Boss Room: In this case the monsters should follow a certain attack pattern that follows the following priority order: Sneak Attack: That's the highest priority. Simple and straight-forward. If your monsters can sneak attack, they should all Sneak Attack. Use Skill: That's the priority right below the Sneak Attack. If your monsters can't sneak attack, they should use their skills until they're out of MP. Attack: That's the last priority. Monsters should only use a normal attack once they can no longer use any skills. There is a Boss in the Dungeon and you are in the Boss Room: In this case you need to check the boss' details. There is an AI section in each boss' sheet, and it details the exact way each individual monster should act. Just follow the AI as listed in the boss' description. How to handle skills with multiple targets: Some skills hit multiple enemies, and you may be a bit confused on how to handle them. As a rule of thumb, it's better to make an individual hit roll for each target of the skill... It may sound like a lot of work when you have different enemies within the room, but that is still the recommended course of action. The main reason behind this is that you don't want your players to ever miss all their targets with their Firestorm because you happened to roll a number smaller than the WIS of all enemies... That just feels really bad. You're of course still allowed to make a single roll for all enemies if you so desire, but again, this is not recommended. Spoiler: Ending a Dungeon Run How to end it: At any point during the run, the players may decide to end the run. The DM should also warn the players if there is nothing else to do in the run, which should automatically end it. The DM may also end the run if they feel like it, though it's generally expected that the DM won't do that unless they really need to do so. Getting the rewards: Once the run ends, it's time to finally get all the loot. Most of the work is on the DM's shoulders though. Essentially, as the run goes on, the DM should be noting the exp/levels/loot/DP that the players earned. As well as everything that they themselves lost throughout the run. Once the run ends the DM should then confirm with everyone involved if everything is fine, and ask the players to divide the loot between them. Once all that is done, the GM that was added to the run can add all those things to the spreadsheet with players' stats. When the GM finishes adding it all, the run is officially over and the players/DM can make use of all the DP/loot that they got. Spoiler: Enemy Elements and Attack Types Elements: Enemies sometimes have an element assigned to them. This means that all of their attacks/skills that don't have a specific element noted on them will have that Element assigned to the attack. While this usually isn't very relevant as players have no elemental weaknesses/resistances, certain skills or enchantments may affect that. Attack Types: All enemies have a default attack type of either Melee or Ranged. This means that whenever the enemy uses a standard attack or a skill without a specific attack type listed on them, they'll use an attack of that type. Spoiler: About The Game's Math Spoiler: Elements What are the elements in the game: There are 6 elements in the game: Fire/Cold/Wind/Thunder/Light/Dark. Am I Weak/Resistant to any element: Players by default aren't weak nor resistant to any element. Nor do they hit with elements... However, they can enchant equipment or use skills to change that. How do elemental enchantments work: If a weapon is enchanted to hit with a given element, all non-elemental physical attacks/skills with that weapon will deal damage of the chosen element. If an armor is enchanted with a given element, you get resistance to an element and weakness to its opposite element. For more details, check the "Enchanting" Section in the Crafting Thread. What happens when I'm hit with an element I'm Weak/Resistant to: The following happens when you are hit with an element you are weak/resistant to: Elemental Weakness: You take *1.25 damage. Elemental Resistance: You take *0.8 damage. Spoiler: Status Effects Frozen: Unable to Act. Paralyzed: Unable to Act. Burning: Takes damage each turn. Being Unable to Act and Counterattacks: If you have a passive skill that allows you to counterattack when you are attacked (for example, the Turbulent passive of Wind Spirits (Rank 1 monster)), but are Frozen/Paralyzed, you'll be unable to counterattack. Spoiler: Rounding and Adding Values Rounding Values: This game will a lot of times multiple or divide numbers, which can sometimes lead to fractional numbers... In this case, always round the results down. Adding Values: Sometimes the game will increase something by a percentage. For example, clearing a dungeon's objective will add 10% extra DP to the final DP obtained in the Dungeon. When adding values, you should always add all the percentages together and then apply them directly to the final number. For example, if you clear 3 objectives in a dungeon run, you'll gain +30% DP from it. Or in another example, if you are facing a Super Dungeon, and is a collector, you'll get +30% drops from the dungeon. Order of Operations: Calculating Damage: Sometimes you'll have multiple things affecting the damage of your attacks. This should clarify how to calculate that. Essentially, always add everything up, and then use the multiplications. For example, if you have 5 ATK and use "Fire Slash (Level 1)" (It deals +3 damage and makes your attack deal Fire Element damage) against an enemy that is weak against Fire, you'll deal (5 + 3)*1.25 = 10 Damage. Damage Reduction: Some Skills (Like Barrier) reduce the damage a player/monster takes. In the specific case of those skills, you should apply the damage reduction after everything else, including the multiplications. Using the above Fire Slash example. If the monster in question was being affected by the Barrier (Level 0) Skill (that's actually an impossible occurrence btw, but bear with me), which reduces the damage it takes by 2, it would take... ((5 + 3)*1.25) - 2 = 8 damage. Attacks with effects built into them: Some skills have effects built-into them, in addition to dealing normal damage, and it may confuse you which order to apply said effects. For example Precision Shot increases your AGI and also deals Ranged Damage... But the Extra AGI increases the damage of Ranged Attacks, so... Which order are they applied? As a rule of thumb, the effect always applies first if it affects an ally, and applies latter if it affects an enemy. Some skills might have the description say "After [Skill name] resolve" when applying their effects. For example, Charge, from the Stone Boars, have this description. In this case, the effect in question will apply after the skill caused damage. Spoiler: Formulas and stuff This is the specific breakdown of the game's formulas. Players just need to read the Quick Stat Definition and remember that killing things gives them DP, and clearing Objectives gives them even more DP. DMs... Well, read on. Melee Damage = [Player ATK] Fairly Straightforward. The damage of Melee Attacks is equal to your ATK stat. Melee Hit Chance = [Enemy AGI] - [Player AGI] To decide if an attack hits, roll a d20 (a twenty-sided die). If the result on the die is bigger than the Hit Chance, then the attack hits. Rolling a 1 always misses and rolling a 20 always hits. Ranged Damage = [Player (ATK + INT)]/2 Ranged Damage is based on both ATK and INT. Aside from that, it's the same as Melee, really. Ranged Hit Chance = [Enemy (AGI + WIS)]/2 - [Player (AGI + WIS)]/2 Works the exact same as Melee, but you use AGI and WIS in the formula instead of just AGI. Magic Damage = Varies. You can only deal Magic Damage with spells. Check each specific skill description to see how it calculates Magic Damage. Magic Hit Chance = [Enemy WIS] - [Player WIS] Also works the same as Melee, but you use WIS instead of AGI. Sneak Attacks = [Normal Player Attack Damage] * 1.5 Sneak Attacks are available if the result of your initiative roll is 10+ higher than your opponent's result. They are only available for Physical Attacks. You cannot use Sneak Skills (unless the skill states otherwise). They deal the same damage as normal attacks, but multiplied by *1.5. Sneak Attacks can't miss. Elemental Weakness = Damage *1.25 Already explained in the Elements section. You take *1.25 damage from attacks if you have a weakness to their element. Elemental Resistance = Damage *0.8 Already explained in the Elements section. You take *0.8 damage from attacks if you have a resistance to their element. Initiative = (d20 + [Player AGI + WIS]/2) VS (d20 + [Enemy AGI + WIS]/2) Choose the player and monster with highest sum of AGI + WIS. Then, roll a d20 for the player and one for the monster. Add the (AGI + WIS)/2 of each to their respective roll. Whoever gets the higher result will act first. In case of a draw, roll again. The entire party always acts together, so winning the initiative means your entire party will act before the enemy's. Initiative is rolled only once at the beginning of the battle. You should not roll for it each turn. Trap Chance = Trap Difficulty - ([Player AGI]/2) When players enter a room with a trap, roll a d20 for each of them. Each player that rolled higher than the Trap Chance dodges it. The rest is hit. You can put traps in chests, if you do, double their difficulty. Trapped chests only affect the player opening them though. Fake Wall Chance = Wall Difficulty - ([Player WIS]/2) When the players clear a room (Kill all enemies in it), roll a d20 for the player with the highest WIS. If the roll is higher than the Fake Wall Chance, the player will find the Fake Wall. The players can only attempt to find each Fake Wall once per run. Failing the roll stops them from ever attempting to find it again in this run. Running Away = Automatic There is no formula for running. You wanna run, you run. See the Battles section for more details. Earning EXP = (([Mon Rank] - [Player Rank]) + ([Mon Lv] - [Player Lv] + 1)) Whenever a player kills a monster, everyone in the party earns exp from it. The exp you earn is based on the difference between your levels. That's the 2nd part of the formula and the part you should usually be paying attention to. If for some reason you're putting mobs of a different rank than your players, then the 1st part of the formula covers how those interact. If someone levels up form killing a monster, the leftover xp is carried over to the next level (You saw how it works in the tutorial, killing the 3rd rat leaves you with 2 exp on lv 1.). Leveling up happens when the exp reaches 10. See the Leveling Up section for details. Earning DP as a Player: [DPCost of whatever you killed/broke] Whenever a player kills/breaks something, all players in the party earn the DP of that thingy. This counts monsters, Traps (triggering a trap breaks it) and Fake Walls. Remember that Chests (except Mimics) and Bosses don't give DP though. Earning DP as the DM: [DP earned by a Player]*([Number of Players] + 1) The DM will basically get all DM that the sum of all players in the dungeon earned. Though they'll also count themselves as a player when doing this math. That's what the formula above says. Objectives: 10% Extra DP at the end of the run for everyone. Each time the players clear an objective, you add a +10% modifier to the final DP everyone gets. This is an additive multiplier, as in, if the players clear two objectives, they'll get +20%, three objectives +30% and so on. Bosses are always Objectives. For details on what are the possible objectives a run can have, see the "Exploring" section. Monster Drops: [All Drops in that Monster's Sheet] Each monster always drops all of their drops, you don't need to choose one randomly or anything like that. Drops are distributed between the players at the end of the run and are sent to their deposit. If no player wants a certain drop, it remains with the DM. Chest Drops: [Whatever the chest lists] Chests always give x10 of a random drop of a given rank. Chests will list their possible drops and the number assigned to each drop. Just roll a die and give x10 of the result. Mimic Chests drop x15 drops instead of x10. If a player attacks a normal chest, it will break, trigger its trap (if applicable) and give x5 drops instead of x10. For more details on how to handle mimics, see the "Exploring" Section. Aaaaaaaand those are all the rulings related to exploration, fights and whatnot! It sure was a lot, wasn't it!? >.< Anyways, we spent a lot of work on this game, so I really hope you'll all enjoy it~ Here are the links to the other game threads that you might want to visit once you're done with this one: Announcements Common Area Roleplay Room Dungeon Portal Arena Dice Mansion Market Crafting House And here is a handy link to all the spreadsheets you might want to check as you play: Equipment Skills Skills (Colorless Version) Monsters Database And lastly here is a list of all of the game's GMs, we're the people that manage the game and stuff! Rely on us as needed! @AliceShiki: Game development in general. @Zone Q11: Database Management in general. @SpearOfLies - Database Management in General. @strikegunner - Dungeon Runs Management. @hitedo - Crafting and Market Management. @Siostar - Currently on a Break.