Welcome to the second blogpost, in which we want to continue to dedicate ourselves to our randomly generated dungeon system. After we explained last week what you need to get into a dungeon in the first place, we would now like to dive into the dungeons.

 

We already received ideas and opinions about the dungeon system last week and would like to ask for more feedback today. In the third part of the series, we will also briefly go into it again. As already mentioned, we are only presenting the concept here and there may still be some changes until the final version.

Besides the dungeon system, there will also be other elements, such as tower defense.

The dungeon modules

After telling you last week that our dungeons will be randomly generated, we would now like to talk about a few details. Our plan is to offer a dungeon theme with 200 different modules for the dungeon system at release. This first theme with many crypts and vaults is currently being built by our construction team and will bring a lot of variety.

Since a large number of rooms still doesn’t provide the ultimate variety, we’ve been thinking about how to make the runs in the dungeon system even more unique. In the crypt, you’ll prove your strength in huge arenas, test your skills in parkour, and meet shady outcasts who want to trade with you.

Watch your step. Unskilled adventurers never leave this place again.

The dungeon level and the different difficulty levels

Your dungeon level will be increased by successfully completing dungeons. You will receive experience points for successful runs. Once you have collected enough of them, your dungeon level will increase.  A successful run means that you complete various tasks to unlock the final boss fight. For example, you may be required to find various items in the endless corridors of the dungeon or to kill a huge horde of enemies. Once you have completed this objective, a final boss fight awaits you before you can escape from the depths of the dungeon.

 

The difficulty of your runs will be customizable in two different ways. The first of these is the dungeon Tier. The Tier affects the difficulty of the dungeon enormously, since new enemies, bosses and hazards spawn. Also, the higher the Tier, the significantly stronger they are and the significantly larger the complete dungeon is. For comparison – while you have to fight your way through about ten rooms in a Tier 1 dungeon, there are already 40 rooms in Tier 2. In return, higher dungeon Tiers give you new rarity levels on dropped items and much more experience points after successfully completing the dungeon.

 

The second way to adjust the difficulty of a dungeon is the Grade. The Grade is a slight adjustment and can be selected between 1 and 15. However, to activate a higher Grade, the previous Grade must have been successfully completed and the corresponding dungeon level must have been reached. This means that you will be denied access to a Tier 1 Grade 2 dungeon until you successfully complete a Tier 1 Grade 1 dungeon. Increasing the Grade will give you more experience points for the successful Run.

Legends say that the torches have never burned out until now.

Conclusion

Although it got a bit more technical this week, we hope you enjoyed your first look at the dungeon. In the third and final post of this series, we will look at the item and loot system. If you have any ideas of your own for our dungeons, we would love to hear from you.

 

Don’t forget – from August 5th to 7th we will have the next Foundertest. You can find all information about it in the blogpost linked here. The whole Legend team is looking forward to seeing you!