Dungeons: Difference between revisions

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* Unlocking achievements (also an upcoming thing in development) will also unlock the possibility for more items to show up during dungeon runs (meaning more variety)
* Unlocking achievements (also an upcoming thing in development) will also unlock the possibility for more items to show up during dungeon runs (meaning more variety)
* You will be able to upgrade specific items and stat bonuses, which will make those better in subsequent runs (if I understand Lava correctly)
* You will be able to upgrade specific items and stat bonuses, which will make those better in subsequent runs (if I understand Lava correctly)
* You will be able to buy traits (on Rank 5, whatever that means) which will be available in subsequent runs.
* You will be able to buy traits (on Rank 5, whatever that means) which will be available in subsequent runs
* Getting traits, stat and item upgrades will cost dungeon credits (yet unknown exactly how you earn those)
* By killing monsters or selling items in the dungeon you'll earn cash (as well as some other sources) which can be spent at an in-dungeon merchant. Each run starts with 0 cash
* By killing monsters or selling items in the dungeon you'll earn cash (as well as some other sources) which can be spent at an in-dungeon merchant. Each run starts with 0 cash
* Everything related to dungeons will be account wide
* Everything related to dungeons will be account wide
* There will be an in-dungeon shop where you can buy some items for use in the rest of Idleon.  
* There will be an in-dungeon shop where you can buy some items for use in the rest of Idleon. This will cost Flurbos (yet unknown how you earn them)
* Rewards might be capped per week but being able to play them won't.


[[File:Dungeon Shop Preview.png]]
[[File:Dungeon Shop Preview.png]]

Revision as of 18:41, 19 August 2021

Dungeons are still in development.

"A cooperative experience, where you actually get to fight WITH others! So you get to fight the same monsters and your damage is all combined together

Very 'dense' gameplay. Dungeons will have a time limit, and the entire experience will be full of things to do, rather than just 'grinding'. Which monsters should you be fighting? Which upgrades should you take? (remember, its a roguelike with randomly generated items each run). What's going right, whats going wrong, how can you adjust in future runs?

An integral part of the game, but no more integral than any other part. Some of the dungeon running will filter back into the rest of Idleon, but I will be balancing things so that you don't need to play dungeons all day, every day, in order to progress. You'll need to do dungeons from time to time, just as you need to do any other feature in the game!" - LavaFlame2

  • Your stats in dungeons are specific to the dungeons themselves.
  • Dungeons will be time limited
  • There will be lots of things to do, rather than just grinding.
  • Dungeons will be rougelike..ish wikth randomly generated items each run.
  • Unlocking achievements (also an upcoming thing in development) will also unlock the possibility for more items to show up during dungeon runs (meaning more variety)
  • You will be able to upgrade specific items and stat bonuses, which will make those better in subsequent runs (if I understand Lava correctly)
  • You will be able to buy traits (on Rank 5, whatever that means) which will be available in subsequent runs
  • Getting traits, stat and item upgrades will cost dungeon credits (yet unknown exactly how you earn those)
  • By killing monsters or selling items in the dungeon you'll earn cash (as well as some other sources) which can be spent at an in-dungeon merchant. Each run starts with 0 cash
  • Everything related to dungeons will be account wide
  • There will be an in-dungeon shop where you can buy some items for use in the rest of Idleon. This will cost Flurbos (yet unknown how you earn them)
  • Rewards might be capped per week but being able to play them won't.

Dungeon Shop Preview.png