Bandit Base - Midgame Dungeon Idea


#1
Bandit Base
Idea by Pomfers
Portal:
Key:
Description: “A key which opens an entrance to a hideout carved into the side of a mountain used by the hillside bandit gang.”
Teleportation Disabled

Difficulty:
5.5

Player Limit:
50

Drops From:

(Guaranteed drop)
https://www.realmeye.com/wiki/beer-god

Reasoning: Beer God has no dungeon and requires two or more players to have him spawn. This already sets up the function of having more players to help solve the dungeon puzzle. A perfect candidate for the dungeon to drop.

Summary:
A late-mid game dungeon designed for communication for clearing and getting to the boss fight. The dungeon mechanic involves solving the combinations of tunnels to reach the bandit treasure room. An option also included for choosing what boss to fight first or skipping quickly and getting a random boss first.

Lore/Story

Ever wonder why you get no loot sometimes/0? It’s most likely the work of the Hillside Bandits. A rough group of criminals that lurk right outside the outskirts of the godlands. Using devious tactics and magic, they take from both the poor and the rich. The gang likes to hide their loot throughout caves of a thousand treasures inside the godlands.
They have always been enemies with the pirates since the gang formed. Constantly at battles with Dreadstump and Jon Bilgewater. It’s rumored that they have taken the life of Davy Jones.
Recently the gang has begun to rise rapidly. They send squads down by the shoreline to scout for pirates to steal their cargo and attack the weak players.
Their latest scheme involves stealing as much alcohol as they can from the Mad God Oryx. Currently, their main objective is to track down the Beer Gods that transport all of Oryx’s liquor.

Dungeon Layout

Map Example:

Boss Room Example:

Dungeon Mechanics and Structures

Static map, always will be revealed on minimap

Starting room - The edge of the forest opens up to a mouth of a cave leading into an enormous mountain. Starting area looks similar to Haunted Cemetery rooms. The cave entrance should have a 3D roof effect like in Forest Maze and Woodland Labyrinth.

Cavern Holes (Teleporting tile) - Tunnel systems inside the cave that will lead you up into a room of the base, or down a chute out of the room. The wrong portal will send you back into the beginning of the dungeon, the correct one will send you into the next platform.
Functions similar to Untaris where the teleporters lead you into another platform.
Randomly assigned order of teleporting. Each dungeon will have a different pattern.

Ex. (Numbering the portals right to left)
1,1,3,2,4
2,3,2,1,1
1,1,1,1,5

In theory, the more people inside the dungeon the faster it would be to get into the boss room.
5 rooms, arguably too short and would benefit with more rooms but would cause more difficulty with a lower number of people. Players can call out to help others find the correct room.

Trap Door Switch - In each room there is a hidden switch under the clutter and wares to open the door for the chute. Switch sprite should be similar to floor sprite but with slight distinction. Act similar to the pressure plates in the Cursed Library.
Break the crates and barrels in the room to find the switch.

Consumables

Inside barrels and crates there is a chance for restorative drinks and meat to drop.

Commonly
Meat

“A large hunk of food that was stolen from a banquet table. Tastes like… meat.”
Effect: 100 HP when consumed and +100 HP Boost for 5 seconds.

Uncommonly
Oktoberfest beer
Oryxmas drinks

Rarely
Stat Pots
Wines
Beach Party Madness Drinks

Dungeon Enemies

Bandit Brigander

Base HP: 4,500
DEF: 20
EXP: 500

Attacks:

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
68x40 100 Bleeding for 3s 8 6 Piercing13x13 Shots hit multiple targets
68x40 100 Dazed for 2.5s Radius: 3 tiles

Behavior:

  • Likes to keep distance
  • Runs at low health

Bandit Outlaw

Base HP: 3,500
DEF: 20
EXP: 500

Attacks:

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
68x40 80 Confused for 2s 4.5 8
68x40 95 6.5 6.5 Piercing13x13 Shots hit multiple targets

Behavior:

  • Moves in a wavy pattern
  • Circles players that are alone

Bandit Looter

Base HP: 4,000
DEF: 18
EXP: 600

Attacks:

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
68x40 90 5.5 6.5 Piercing13x13 Shots hit multiple targets
68x40 70 Exposed for 2.5s 8 7 Passes cover13x13 Shots pass through obstacles

Behavior:

  • Can cloak to 20% opacity
  • Will try to stay diagonal to players

Bandit Goblin

Base HP: 3,800
DEF: 22
EXP: 700

Attacks:

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
68x40 85 7 6 Amplitude: 1.5
Frequency: 0.55
Piercing13x13 Shots hit multiple targets
68x40 75 Sick for 4s 5 7 Piercing13x13 Shots hit multiple targets

Behavior:

  • Very rarely appears and hides
  • Has a high chance to drop a key to the Goblin Camp dungeon

Callidus Student

Base HP: 3,500
DEF: 18
EXP: 500

Attacks:

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
68x40 85 5.5 8.5 Piercing13x13 Shots hit multiple targets
50x50 100 Darkness for 2s 3.5 10 Piercing13x13 Shots hit multiple targets
Passes cover13x13 Shots pass through obstacles

Behavior:

  • Stands still when “casting” attack #2
  • Will tend to follow players under half HP

Alpha Wolf

Base HP: 4,000
DEF: 18
EXP: 800

Attacks:

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
68x40 115 6.5 6.5 Piercing13x13 Shots hit multiple targets
68x40 70 Armor Break for 2.5s 5.5 5 Passes cover13x13 Shots pass through obstacles

Behavior:

  • Spawns Feral Dogs
  • Master of Feral Dogs
  • Charges towards players occasionally

Feral Dog(s)

Base HP: 1,800
DEF: 15
EXP: 450

Attacks:

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
34x51 70 Slow for 1.5s 6 4.5 Piercing13x13 Shots hit multiple targets

Behavior:

  • Spawns one of 3 sprites randomly
  • Spawns 3 at a time
  • Charges after Alpha Wolf attacks

Boss Room Mechanics

Boss Room Door - A strong barrier that requires breaking to enter into the bandit hideout.
Base HP: 15,000 (Boss Adaptive Scaling Boss Adaptive HP Scaling)
DEF: 50
EXP: 1,000

There is a large circular opening in the middle of the room. Surrounding this and lining the walls is filled with obstacles and barriers around the edges (similar to the maze in CoTT). During when bosses are active, the tiles outside the “boss fight area” have spikes that do 55 armor piercing damage a second to prevent players “safe-spotting”.
When in the duoing phase, if bosses end up changing rotation direction and run into the other they will “collide” and briefly stagger for 0.5 seconds.**
Bosses are waiting “up on a balcony” at the end of the room, taunting you as you enter.
When entered one player must type responses to dictate how the fight will go (similar to saying ready in Cem).

Boss Script (kinda cringe):

Willem:
“Well, well, well, welcome to our humble home our little uninvited guests, I’m surprised you have gotten this far. You could have made less of a mess on your way in though.”
“You seem tough, I’d like to personally invite you to join our little band of thieves.”
“Willing to join?”
Type: “Yes” or “No”
No
Willem:
“Well you’re not getting out of here alive.”
Randomly one of the three will jump down and begin the fight.
Yes
Willem:
“Well we have to see how tough you actually are.”
“Pick which one of us you’d like to get pummeled by.”
Type: “Willem”, “Volk”, or “Callidus”
Alternative: “You” (Willem), “Left”(Volk), “Right” (Callidus)
Corresponding bosses will always jump down from starting position to labeled positions on the map.
Bosses phase rotations will stay the same regardless of combinations. It just comes down to preference as to what boss you’d like to fight solo first and duo’d next.
After defeating one the other two will flash red and jump down.
Defeating Willem first:
Volk:
“Grr!”
Callidus:
“It’s time to slice you up!”
Defeating Volk first
Willem
“Now you’ve really pissed me off!”
Callidus:
“Say goodbye to your life now.”
Defeating Callidus first
Willem:
"Oi! Scumbags! I will destroy you!
Volk:
“Awooo!”
Boss Enemies

Willem the Cavalier

Base HP: 48,000 (Boss Adaptive Scaling Boss Adaptive HP Scaling)
DEF: 50
EXP: 20,000
Immune to paralyze, stasis, stun, slow

Attacks:

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
68x40 75 Bleed for 4s 6 5.5 Piercing13x13 Shots hit multiple targets
68x52 140 5 10 Piercing13x13 Shots hit multiple targets
68x40 100 Armor Break for 4s 6.5 14 Amplitude: 0.7 tile(s)
Frequency: 1.5
Piercing13x13 Shots hit multiple targets
68x40 120 Dazed for 4s Radius: 3.5 tiles
90x90 160 15 Piercing13x13 Shots hit multiple targets

Behavior:
Phase 1:

  • Attack #1 is a 3-point trailing shotgun that happens often
  • Attack #2 has a long arc that almost boomerangs
  • Attack #3 is thrown to most player-dense area

Phase 2 (Enraged):

  • Activated at 30% HP
  • Speed is 25% faster
  • Starts attack #4: Throws bombs every half rotation; 3 at a time, one at closest player, one at furthest, and one in between

Phase 3 (Dying):

  • At 10% HP will leave a half-rotation trail of attack #5 while circling every one and a half rotations which then fly towards the center similar to F.E.R.A.L. attack that crosses in X-pattern

Volk

Base HP: 46,000 (Boss Adaptive Scaling Boss Adaptive HP Scaling)
DEF: 55
EXP: 20,000
Immune to paralyze, stasis, stun, slow

Attacks:

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
71x41 180 - 15 Piercing13x13 Shots hit multiple targets
68x40 90 8 8 Piercing13x13 Shots hit multiple targets
68x61 115 Silenced for 5s 4 10 Piercing13x13 Shots hit multiple targets
68x40 85 Pet Stasis for 4s 5.5 10 Piercing13x13 Shots hit multiple targets
33x68 70 6 12
50x50 20 Exposed for 10s 10 20 Piercing13x13 Shots hit multiple targets

Behavior:

Phase 1:

  • Attack #1 happens in a pattern that would look similar to this; Unsure how the acceleration pattern would be, maybe similar to M.E.R.V. shots
  • Attack #2 is thrown in front and in back of boss pathway
  • Attack #3 is shot perpendicular to boss
  • Attack #4 has a long arc that targets furthest away players

Phase 2 (Enraged):

  • Activated at 30% HP
  • Speed is 30% faster
  • Attack #4 is a nova that rotates 15° every 1 second

Phase 3 (Dying):

  • At 10% HP will start to “swipe” every full rotation.
  • “Swipe” is attack #5 that would be circling half a rotation similar to a “balance” phase from Twilight Archmage

Callidus of the Shadows

Base HP: 50,000 (Boss Adaptive Scaling Boss Adaptive HP Scaling)
DEF: 48
EXP: 20,000
Immune to paralyze, stasis, stun, slow

Attacks:

Aesthetics Damage Condition effects Speed (tiles/sec) Range (tiles) Comments
56x56 150 5 20 Piercing13x13 Shots hit multiple targets
Boomerang13x13 Shots boomerang
50x50 110 Darkness for 3s 3 12
82x48 125 Quieted for 4s 11 -
50x50 90 Cursed for 4.5s 6.5 11 Piercing13x13 Shots hit multiple targets
60x60 30 Slowed for 2s - - **Shot functions similar to FERAL laser.
50x50 20 5.5 10 Piercing13x13 Shots hit multiple targets

Behavior:

Phase 1:

  • Attack #1 is thrown in frequent pattern with enough room to strafe in between shots
  • Attack #2 is thrown infrequently similar to old bridge sentinel machine gun pattern
  • Attack #3 is a dual shot pattern that makes a full circle at varying ranges
  • Attack #4 is thrown in between attack #3

Phase 2 (Enraged):

  • Activated at 30% HP
  • Will spawn shadows (attack #5) in octopus pattern every 3/4th rotation that slow when stepped on
  • Speed is 20% faster

Phase 3 (Dying):

  • At 10% HP will spawn 4 orbs that will rotate in the center.
  • Orbs will fire Attack #6
    Orb HP: 10,000
    DEF: 50
    EXP: 0


#2

Cont.

Drops of Interest

Drops from Enemies:

  • Tier 8-10 Weapons
  • Tier 9-11 Armors
  • Tier 4 Abilities
  • Tier 3-4 Rings
  • Bandit Ring

Drops from Bosses:

  • Tier 11 Weapons
  • Tier 12 Armors
  • Tier 5 Abilities
  • Tier 5 Rings
  • Sheath of Nefarious Deeds (only from Willem)
  • Canine Skullcap (only from Volk)
  • Dreadful Demon Eye (only from Callidus)
  • Marauder’s Corvo
  • Pet eggs
  • Wine cellar incantation
  • Random Greater Stat Potion*
  • Random Stat Potion x2
  • Beer Slurp Pet

** Only guaranteed to one random player per boss
Any type of stat potion is possible (Life, Mana, ATT, DEF, DEX, SPD, WIS, or VIT)

White Bag Drops:
The reason why boosting seems miniscule is to prevent stat boost stacking. “If multiple boosts from one source (eg. Tinctures) are stacked, every successive boost will only be half as strong as the previous one.” - Realmeye
If this is correct then 3 skullcap boosts can give +10 att (6,3,1) to everyone around, 4 demoneyes can give +15 dex (8,4,2,1) although a bit harder to pull off.
As of updated X2.3.1.0 these items would be classified as diminishing return items.


Sheath of Nefarious Deeds
“The sheath of a legendary thief, his charismatic abilities could disarm anyone.”

Projectile sprite:

Tier UT
MP Cost 135
On Equip +20 HP, +2 DEF, +4 SPD
Effect(s) Piercing13x13 Shots hit multiple targets
Inflicts Weak Icon Weak on enemies for 3 seconds
Shots 2
Damage 350–550 (average: 450)
Projectile Speed 16 tile(s)/second
Lifetime 0.5 second(s)
Range 8 tiles
Stat Multiplier 3/6/9/12/15%
ATT↑\22x22 ATT boost and DEX↑\22x22 DEX boost
Each stack lasts for 10 seconds
Dash Distance 1–6 tile(s)
Trail Damage 1100
Max Dashes 3
Cooldown 3 second(s)
XP Bonus 7%
Soulbound Soulbound\ 12x14
Feedpower 850

Canine Skullcap
“An intimidating headgear made from the skinning of a gigantic wolf.”

Tier UT
MP Cost 90
On Equip +50 HP, +2 ATT, +4 DEF
Effect(s) On party: Red Sword\ 16x16 Berserk for \ 260x55 seconds
Wolf Howl: On ability use 75% chance to gain +6 ATT Boost for 4 seconds
On self: Green Up Arrow\ 16x16 Speedy for \ 260x55 seconds
Range \ 258x55 tiles
XP Bonus 7%
Soulbound Soulbound\ 12x14
Feed Power 850

Dreadful Demon Eye
“An eye taken from a great demon, it enables the user to manipulate shadows.”
Decoy sprite:

Tier UT
MP Cost 80
On Equip +30 HP, +2 DEX, +4 SPD
Effect(s) No teleport; sends out a decoy from player based 180° from cursor position
Overshadow: While on darkened tiles gain +8 DEX
Decoy Distance 7 tiles
Decoy Move Time 1.2 seconds
Decoy Duration 5 second(s)
XP Bonus 7%
Soulbound Soulbound
Feed Power 850

Ability mock up:


Marauder’s Crovo
“A dagger used by thieves of the night to commit crimes.”

Projectile sprite:

Tier UT
Shots 1
Damage 125-185 (average: 150)
Projectile Speed 20 tiles/second
Lifetime 0.686 seconds
Range 4.8 tiles
Amplitude -0.2 tile(s)
Acceleration -50 tiles/second2 after 0.2 seconds
Rate of Fire 115%
Effect(s) Boomerang Shots boomerang
XP Bonus 6%
Soulbound Soulbound
Feed Power 770

Dagger DPS chart
Dagger firing pattern


Bandit Ring
“A ring that proves the wearer is a member of the notorious Hillside Bandit gang.”

Tier UT
On Equip +40 HP, +40 MP, +2 ATT, +2 DEX, +2 SPD
Effect(s) Criminal Comradery: When within a radius (15 tiles) of another player with this ring equipped, gain +1 DEF per each player (max 10).
XP Bonus 5%
Soulbound Soulbound
Feed Power 700

This was a little project I started a while ago and never really fully finished but wanted to share. It’s about 95% done but goes through all the ideas. I would really like to see something like this in the game as a variation from other dungeons. Something that requires more teamwork and adds game variety. I would also like DECA to add in more “goofy” fantasy elements instead of the more hardcore edgy stuff. More characters with personalities and interactions that should add to the immersion. Please feel free your comments and options below.


#3

deca, hire this person already pls


#4

It would be interesting to see a more puzzle oriented dungeon. That way, pure DPS won’t let players just rush through, and they’d actually have to think about what to do. Also, tying the Beer God to the lore instead of just being a funny random German makes him more of a character. Finally, it’d be interesting to see this sort of “epic dungeon” version of the Cave of a Thousand Treasures. On the other hand, the idea of a dungeon that REQUIRES cooperative play is kind of risky. Due to falling player counts and the popularity of soloing dungeons, especially with DECA releasing solo keys, I feel like this dungeon would fall into obscurity. I’m trying to say that this is an interesting idea, but unlikely to happen.


#5

I was about to ask if this was posted before, because it looked awfully familiar, but then you mentioned that you had before. Glad to see it back, adapted with some of the new game mechanics! If nothing else, I always like seeing the new gimmicks people come up with, like your Bandit Ring idea.


#6

Glad to see spamming “yes” or “no” to NPCs will be useful outside of shatters! I love the idea of having a dungeon designed around the Beer God. Definitely interested in how this dungeon and its inhabitants will be tied to Dread/Davy/Bilgewater.


#7

Such a great idea. The make or break of this imo will be the drops. So many mid theirs simply aren’t run in groups because the drops just aren’t worth people’s time. Would be interesting to see some decent midgame or end game swapout drops to encourage people running this.


#8

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