Enchanted Cave 2

Enchanted Cave 2:

Enemy Damage Scaling: every 10 levels enemies become overwhelming, they gain +[random element] damage that becomes x2 each time so for example +20 ice damage on first time, then second time is +40 holy damage, note: you cannot guard from this element, leveling doesnt matter since it is true damage and you die in 10 hits, enemy dies in 4 turns, which means huge sustainance loss, in addition enemies have "level check stat" called physical attack, this is reduced by wearing better general armor or by leveling, you usually take 0 physical damage, rule reversion: some pure phys enemies gain +40 phys damage = floor scaling, thus require to wear pure phys armor with 0 resistance to ignore them but they are few

How enemy scaling affects gameplay? this damage scaling is what keeps the game from becoming boring. Killing everything without difficulty invalidates the whole purpose and existance of the game. The role of the game is to avoid enemies, focus on sustainance and pick opportunistic permanent character buffs, not to streamrole it. When you are nearing the end of the [10 floor session], you get a filling of epicness as you gain armour that reduces damage taken to 0 [specific floor elemental resistance +X]. This power level gap switching from and away the player gives a sense of advancement

Metagame Synopsis: You have to wear the corresponding elemental resist armor which you dont currently have and will be found on floor x9, thus when you almost finish the floor section. When it becomes available you will become immune to those monsters. Sometimes it becomes available sooner as a random enemy drop [only specific body part, not full set] at floor x4. If you dont wear it, life becomes hard = -30/50% hp per battle. Note this is a pure sustainance game, and all enemies must be defeated with ~limited healing. Mana recovers only after battle with specific armors only, so we have finete heals. Healing scaling is crap +1 hp healed per battle vs defence +5 hp healed per battle, however since enemies use elemental attacks defense stat effectiveness is capped, having more physical defense than the enemy's physical attack provides no benefit

Stats effectiveness: All damage scaling is flat, ~max hp is useless stat, def is useless stat - only acts as a floor static requirement afterwords doesnt scale for elemental damage, i.e max def still takes 50 dmg per hit, 0 def takes 300dmg = 1-2shot, but you arent supposed to have that low because of armor worn + leveling + stat picking perma-buffs. Enemy defense scaling is also flat, like every x levels they ignore +x damage where x is your new picked up weapon thus you deal 0 extra damage per floor plan upgrade, not only that, but the game guards from pure atk stackers by making enemy hp increase exponential ~requiring 5-10 hits for a regular enemy

Final Boss: 90 to all resists. Using +elemental damage equipment will have absolutely no effect since you wont manage to bypass his resistance unless fully stacked, i.e
80 fire dmg + 80 ice dmg = 0 dmg
100 ice dmg = 10 dmg [stacking an element is more effective at bypassing resistances than stacking many]

Floor Resistances: When floor session starts resistance required starts as a hint later becoming amplified:
5-10 Fire resistance at floors 10-20
10-20 Dark defense at floors 30-40
20-40 Ice defense at floors 40-60

Items:

  • Rare Items: Normally all inventory is wiped after you exit the dungeon. Rare items are items that do not suffer this restriction and you can keep. Use transmute spell to turn a normal item to rare
  • Gems: permanent stat boosts gained by finding them in a floor. meta: reveal spell + skip floors
  • Escape Wings: escape from dungeon but lose all normal items.
  • Pickaxe: destroys walls, use it to skip enemies, meta: gather gems and skip to next floor
  • Life/Mana Regen potion: Regen life/mana per battle turn for [potion duration]
  • Life steal potion: heals fixed damage ~3-4 for 1-13 turns [depending alchemy skill]
  • Elemental Damage/Resist Potion: protects against specific element for duration
  • Luck Wooden Helmet: 25 defence, 12% item drop chance, 6% XP bonus
  • Assassin Gloves: 28 defence, 5% insta-kill
  • Regeneration Ring: 5 HP regen, 5 MP regen 
  • Lunar Shield: 60 defence, 8 dark defence, 8 light defence
  • Stat: Potion Duration: Instead of lasting 1 turn, it can go up to 13 turns when leveled
  • Stat: Potion Efficiency: increases the effectiveness of potions.
  • Stat: Item Drop Chance: items drop more often
  • Stat: Insta-Kill Chance: chance to instantly kill enemies when battle starts
  • Stat: Gold Bonus: gain extra gold (multiplier)
  • Stat: Exp Bonus: gain extra xp (multiplier)
  • Stat: Critical Chance: chance to do double dmg
  • Stat: Dodge Chance: chance to take no damage

Quotes:

the fools have no idea of the power in this! idiots with their morals, degrading humanity to a worthless state with no concept of true knowledge, i will have to study on my own, in this cave, i see a lot of potential here, i am pleased with this decision, there are several natural creatures like rats and bats around to experiment with, the farmer has plenty of food in his fields for now, just as i expected! after a few failed attempts, i've refined the spell to utilize the soul of a rat to transform its bones to a pure gold substance, it's like i hold the key to nature itself, necromancy must hold so many wonderful secrets, i loaded his body in a wheelbarrow, i couldn't resist... an actual human soul, has proven more powerful than i imagined, i can shift the walls of the cave, create gold and weapon from rock and dust, use the copse of existing creatures to conjure new ones loyal to me, i must get more somehow, this gold and silver i can create is worthless to me, but valuable to others, i can use their greed to my advantage, lure them in with riches, but how to make it not an obvious trap?, i need to think more about this, and soon..., i've almost used up all the power of the farmer's soul, everything is finally in place and already coming together! with the ultimate risk, the fools are willing to risk their lives for treasure, blinded by their greed, just a simple message of a treasure cave and curiosity and word of mouth will take care of the rest, it's been a while since my last entry, but i need to reflect, two souls, so far, i've managed to reap from greedy explorers, they all died from creatures, i didn't even have to do it myself, it's so perfect, i need to refine the enchantment on the cave so it is self-sustaining, i've lost count of collected souls, guard a heap of treasure, i've taken conjuring to a new level, decided to use the energy of one complete human soul, i've lost track of time, the potential of a creature is concentrated in the soul, which when extracted leads to immerse power, things are slowing down a bit, i think i may be actually running out of explorers in this area, how to make this cave more accessible..., checkpoints!, conjured a massive crystal to store extra souls, i want to show them how wrong they were, stockpile souls, an entire town appeared just outside, and amusingly they've also made a marker keeping track of lost souls, i've been keeping the death toll under 1% to keep up interest, the crystal glows with power, i've begun drawing out plans for my ultimate creation, a collasal demon under my own bidding to show the world my true power, the soul count reached 800 today, plans are nearly done, i am now buying these fools' escape wings directly from them and they are not suspecting anything, greed, my faithful companion, is bringing even more to their death, under my complete control, soul reaper, katana, kris blade, voltage, eagle’s talon, ice pop, butter knife, spreads butter, rusty iron sword[causes tenanus], cutlass, greatsword, singing sword, steel defender, frostbite, fungus helm, rock claymore, plank shield, oak shield, glass shield[fragile], pearl shield, shield of the emperor, volcano shield, straw hat, mining helmet[+mining skill], feather helmet, ninja garb, merchant vest[-prices], pixie pants, emerald boots, fingerless gloves, training ring[+xp], ring of riches[+gold], possessed knight, shroom, chunk of amber, fossilized tree resin, shard emitting light, crystal imbued with, mountain root, healing properties, aloe extract, ambrosia, food eaten by gods, preserved with ice, morning dew, heart of darkness, troll poop, frog leg, snail shell, expels evil, part of twin set of ancient blades[2/2 item set],

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