Gains more power the longer it stays alive. Increases the Defense and Health Regen of other monsters in the dungeon and decreases the probability to loot Dust from monsters. Immobile deals splash damage to everything in its room. Deals extremely high damage to heroes and can destroy most minor modules in two hits. Targets the most populated room (within a certain range) and slowly detonates, damaging everything in the room and killing itself in the process. Elites can target Merchants and non-recruited heroes. Attempting to find the exit early to escape or stalling to find it later and therefore gain more resources are both common goals of experienced players as a result, of course depending on the situation.Īttacks at range and reduces the speed of heroes in the same room. They also seem to increase the likelihood of new mob types spawning. IMPORTANT: waves become considerably more difficult once the exit has been found, increasing in both frequency and volume of enemies ( especially on the Sanitary Pod). Knowing this is a useful trick because it allows for the common technique of moving the exploring hero back to a dark room to block spawns without leaving said room before the waves finish appearing. It typically takes a few seconds for all the waves to spawn, once the message appears on the HUD no new waves will spawn. The number of rooms spawning monsters (waves) will be told to the player on the bottom-right of the HUD (e.g. This is important, because the form of one's defense should be a reaction to the types of mobs encountered on the floor - modules and heroes that are effective against one type of mob may be weak against another. Dungeon of the Endless operates heavily on RNG - though factors can be influenced by the player, the nature of the game one must always be on guard for surprises. Most mob types appearing on the floor can typically be seen within the first few waves but this is not necessarily true - it can be very easy to get blindsided by a surprise Hurna Rider or Silic Bulldozer who shows up at door 15. Mob types are floor-dependent, elites are incapable of appearing before floors 5-6, and regular mobs are almost never seen on higher floors. This can include regular and elite versions of the same monster. Typically around 3-7 different mob types will spawn on a given floor. The number of rooms the player has explored.The difficulty and chance of a wave or group of waves can be influenced by the following: Note that nearly all monsters will attack the crystal (draining large amounts of Dust from you in the process) if given the chance, it must be defended at all costs! Upon death, mobs have a chance of leaving behind dust that may be utilized by the player.Īll mobs have targeting priorities, with most having a list of multiple acceptable targets (e.g. They will be automatically attacked by heroes and minor modules once they enter the same room and may in turn attack their own targets. Typically several rooms will spawn monsters at once, which will then attempt to close in on the crystal via the shortest possible route. An important exception to the latter is they will never spawn in a room occupied by a player's hero - in effect, heroes 'power' the room they are in for the purposes of mob spawning. They only appear after a door is opened: either by spawning in a newly-opened room or in existing unpowered rooms. There is a certain type of mob that will prioritise the merchant as soon as they spawn.Monsters ("mobs") serve as the main enemy in the game. If you delete the shop after building it, the merchant will remain in the new location. The amount of dust gained is 1/10 Wit, rounded up. The shop may then be operated like major resource module, gaining dust/door opened. The player can research the Shop major module, which will teleport the merchant (even already discovered ones) into it. He can spawn in a room with Minor Modules, making it possible to protect him if you're so inclined to do so. The Merchant will remain in the room he spawned in until you either exit the level, lose, or he is killed by mobs. Selling uneeded items can be useful if you're short on a resource, especially if the Merchant's currency is Dust. The Merchant will also purchase any extra items you do not need or want (albeit at a greatly reduced price). The number of items he offers, as well as which items are available, is random. He will offer players various weapons, armors and devices in exchange for one of the FIDS resources. His random spawns are specific to rooms rather than levels, so it is not guaranteed there will be a merchant on every level conversely, it is possible for two or more merchants to spawn within a single level. The Merchant is the only friendly NPC you can trade with.
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