Idea by Pomfers
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 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
Dungeon Enemies
Bandit Brigander
Base HP: 4,500
DEF: 20
EXP: 500
Attacks:
Aesthetics | Damage | Condition effects | Speed (tiles/sec) | Range (tiles) | Comments |
---|---|---|---|---|---|
100 | Bleeding for 3s | 8 | 6 | Shots hit multiple targets | |
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 |
---|---|---|---|---|---|
80 | Confused for 2s | 4.5 | 8 | ||
95 | 6.5 | 6.5 | 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 |
---|---|---|---|---|---|
90 | 5.5 | 6.5 | Shots hit multiple targets | ||
70 | Exposed for 2.5s | 8 | 7 | 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 |
---|---|---|---|---|---|
85 | 7 | 6 | Amplitude: 1.5 Frequency: 0.55 Shots hit multiple targets |
||
75 | Sick for 4s | 5 | 7 | 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 |
---|---|---|---|---|---|
85 | 5.5 | 8.5 | Shots hit multiple targets | ||
100 | Darkness for 2s | 3.5 | 10 | Shots hit multiple targets 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 |
---|---|---|---|---|---|
115 | 6.5 | 6.5 | Shots hit multiple targets | ||
70 | Armor Break for 2.5s | 5.5 | 5 | 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 |
---|---|---|---|---|---|
70 | Slow for 1.5s | 6 | 4.5 | 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 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):
“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 HP Scaling)
DEF: 50
EXP: 20,000
Immune to paralyze, stasis, stun, slow
Attacks:
Aesthetics | Damage | Condition effects | Speed (tiles/sec) | Range (tiles) | Comments |
---|---|---|---|---|---|
75 | Bleed for 4s | 6 | 5.5 | Shots hit multiple targets | |
140 | 5 | 10 | Shots hit multiple targets | ||
100 | Armor Break for 4s | 6.5 | 14 | Amplitude: 0.7 tile(s) Frequency: 1.5 Shots hit multiple targets |
|
120 | Dazed for 4s | Radius: 3.5 tiles | |||
160 | 15 | 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 HP Scaling)
DEF: 55
EXP: 20,000
Immune to paralyze, stasis, stun, slow
Attacks:
Aesthetics | Damage | Condition effects | Speed (tiles/sec) | Range (tiles) | Comments |
---|---|---|---|---|---|
180 | - | 15 | Shots hit multiple targets | ||
90 | 8 | 8 | Shots hit multiple targets | ||
115 | Silenced for 5s | 4 | 10 | Shots hit multiple targets | |
85 | Pet Stasis for 4s | 5.5 | 10 | Shots hit multiple targets | |
70 | 6 | 12 | |||
20 | Exposed for 10s | 10 | 20 | 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 HP Scaling)
DEF: 48
EXP: 20,000
Immune to paralyze, stasis, stun, slow
Attacks:
Aesthetics | Damage | Condition effects | Speed (tiles/sec) | Range (tiles) | Comments |
---|---|---|---|---|---|
150 | 5 | 20 | Shots hit multiple targets Shots boomerang |
||
110 | Darkness for 3s | 3 | 12 | ||
125 | Quieted for 4s | 11 | - | ||
90 | Cursed for 4.5s | 6.5 | 11 | Shots hit multiple targets | |
30 | Slowed for 2s | - | - | **Shot functions similar to FERAL laser. | |
20 | 5.5 | 10 | 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