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- Death's Dungeon
- Deep in a dungeon long forgotten, Death himself rests his weary bones. But when something is foolish enough to dare disturb his slumber. The dungeon must be cleansed, Death... has awoken.
- The dungeon originally starts out empty apart from Death's Bedroom and the Dungeon Heart.
- Enemies enter through the portal and attempt to destroy the dungeon heart. Death must kill them before they can.
- Death has 2 attacks, His normal Scythe attack which kills enemies touched by its power and his ranged attack Death Coil attack costing Soul energy.
- Enemies will attack Death and can "kill" him which causes him to teleport back to his bedroom and respawn after 15 seconds.
- Returning to his bedroom whilst alive will slowly regenerate his health or visiting the kitchen will regenerate it quicker.
- Killing an enemy awards soul energy and a small amount of gold. Death can carry a max of 500 gold without owning a treasury which allows him to store more
- Between rounds, the player can renovate and upgrade the dungeon. Adding new rooms will make Death more powerful but will attract new creatures he will have to kill if he's going to get any chance of some peace and quiet.
- Each room can accomadate a maximum amount of occupants excluding Death, other creatures will attack the heart instead.
- Creatures will enter through the portal and move to a certain area depending on what attracted them.
- Beetles, Spiders and Rats will head towards the Heart, attacking it to feed on the energy within it
- Thieves and Dwarves will attempt to steal money from the treasury before moving to attack the Dungeon Heart.
- Giant Rats and Ogres will head towards the Kitchen and steal food, making the regen effect less effective. If the Kitchen is full they will instead attack the Heart. (Kitchen holds 4 occupants and regen effect is 25% less effective per occupant)
- Fairies and Wizards will use your library draining your soul energy, If the library is full or you run low on energy they will get angry and attack the Library instead. Library holds 5 occupants and Fairies drain 1 soul energy a second, Wizards drain 2 soul energy.
- Once the library is destroyed they will move towards the Heart and attack it
- Priests and Monks will attempt to destroy your altar, stopping its energy generation with their prescence. Priests will also heal other "goodly" creatures such as fairies or wizards or dwarves
- Once they've destroyed it they will attempt to destroy the Heart.
- Knights will proceed directly to the Heart in their attempt to destroy it.
- The Lord of the Realm will proceed directly to the Heart in order to destroy it.
- Upgrades
- ---------------
- Bedroom (1) - Owned at start, Allows Death to respawn after 15 seconds. Attracts Beetles and Spiders
- Bedroom (2) - Costs 100 Gold, Decreases Death's respawn time to 12 seconds
- Bedroom (3) - Costs 1000 Gold, Requires Bedroom (2) Decreases Death's Respawn timer to 10 seconds, Increases health regen effect.
- Treasury (1) - Costs 250 Gold, Allows Death to store additional gold up to 1000 Gold. Will begin to attract Thieves.
- Treasury (2) - Costs 700 Gold, Requires Treasury (1), Allows 2000 Gold to be stored. Will begin to attract Dwarves
- Treasury (3) - Costs 1200 Gold, Requires Treasury (2), Allows 5000 Gold to be stored.
- Kitchen (1) - Costs 300 Gold, Allows death to heal more quickly by visiting the Kitchen. Will begin to attract Giant Rats
- Kitchen (2) - Costs 500 Gold, Increases Kitchen Regen effect more, Requires Kitchen (1). Will begin to attract Trolls
- Kitchen (3) - Costs 1000 Gold, Increases Kitchen Regen effect even more, Requires Kitchen (2).
- Library (1) - Costs 400 Gold, Reduces Death Coil cost to 80%. Will begin to attract Fairies
- Library (2) - Costs 1000 Gold, Reduces Death Coil cost to 50%, requires Library (1)
- Library (3) - Costs 1500 Gold, Increases Death Coil damage to 125%, requires Library (2). Will begin to attract Wizards
- Altar (1) - Costs 600 Gold, Passively generates soul energy, Will begin to attract Priests
- Altar (2) - Costs 1500 Gold, Passively generates more soul energy, requires Altar (1). Will begin to attract Monks.
- Altar (3) - Costs 2500 Gold, Passively generates even more soul energy, requires Altar (2).
- Heart (1) - Owned at start, Stores soul energy and allows Death to use Death Coil spell, Attracts Rats
- Heart (2) - Costs 2500 Gold, Increases Max Soul energy to 150% and Heart Health to 200%, requires Heart (1). Will attract Knights
- Heart (3) - Costs 5000 Gold, Increases Heart health to 500%, requires Heart (2). Will attract the Lord of the Realm
- Creatures - Anything with less than Med health is a 1 hit kill for Death's scythe attack
- ------------
- Rats - Low health, slow speed, weak damage, Gives 20 soul energy and 3 Gold when killed.
- Beetles - Med health, med speed, weak damage, gives 15 soul energy and 5 gold when killed
- Spiders - Low health, med speed, weak damamge, gives 25 soul energy and 2 gold when killed.
- Thieves - Med Health, Fast speed, Med damage, gives 30 Soul energy and 20 gold when killed. (Steals 25 gold from Treasury)
- Dwarves - High health, slow speed, med damage, gives 24 soul energy and 25 gold when killed. (Steals 50 gold from Treasury)
- Giant Rats` - Med Health, med speed, med damage, gives 25 soul energy and 10 gold when killed. (Steals food from kitchen)
- Trolls - High Health, slow speed, high damage, gives 20 soul energy and 25 gold when killed. (Steals food from kitchen)
- Fairies - Med health, fast speed, low damage, gives 40 soul energy and 16 gold when killed, ranged attack
- Wizards - Med health, medium speed, high damage, gives 45 soul energy and 20 gold when killed, ranged attack
- Priest - low health, medium speed, low damage, gives 20 soul energy and 20 gold when killed, heals other creatures
- Monk - High health, low speed, high damage, gives 30 soul energy and 15 gold when killed.
- Knights - V High Health, Med Speed, medium damage, gives 40 soul energy and 50 gold when killed.
- Lord of T R - V High Health, Slow Speed, V high damage, gives 100 soul energy and 100 gold when killed.
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