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  • If I could add anything to game the currently, I would add vent tiles. Vent tiles would be like your average trap, except that it would not shut off, and it would effect all those around it. For example if you walk into a bare room, and you set off the vent(Toxic Gas). It would slowly fill the room with Gas and wouldn't stop. Thus the player would take -1/hp every turn while inside the room. Or a healing vent. Player walks into a room and slowly gets +1/hp a turn.

    How to avoid?

    The player has to throw an item, any item. on top of the vent to block the circulation. Standing on the vent will not work. Picking up an item on top of the vent will reactivate the vent.

    Range? 

    The vent will effect the whole "room", until blocked off.

    Types of Vents?

    Harmful Effects: Toxic Gas, Fire, Paralytic, Alarm(Maybe), Summoning, Smoke(Blindness).

    Helpful Effects: Humidity(Healing), Steam(Invisibility), Strength(+1 while effected), Knowledge(Identifies one random item.).


    What do you think? To OP? Remove or Add effects? Comment Below!

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    • Paralytic vent = standing in 1 place FOREVER

      Summoning vent = Never-ending mob


      TOOOOOOO OP

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    • ToastedToast0 wrote:
      Vent tiles would be like your average trap, except that it would not shut off, and it would affect all those around it.

      How to avoid?

      The player has to throw an item, any item. on top of the vent to block the circulation. Standing on the vent will not work. Picking up an item on top of the vent will reactivate the vent.

      Types of Vents?

      Harmful Effects: Toxic Gas, Fire, Paralytic, Alarm(Maybe), Summoning, Smoke(Blindness).

      Helpful Effects: Humidity(Healing), Steam(Invisibility), Strength(+1 while effected), Knowledge(Identifies one random item.).

      Interesting..

      What you're proposing isn't so much a new trap tile, but pretty much a new interactive gameplay mechanism & an entirely new Special Room - Buff/Debuff Room!

      For harmful effects, you might want to limit it to blobs, as a "vent" implies gases & wouldn't make sense to constantly summon enemies & sound an alarm.  And instead of Paralytic Gas, (for the sake of gameplay) maybe something that applies Rooted instead?  Love your Smoke Vent idea!

      For helpful effects, the Garden already exists for Healing & Invisibility (Shadowmelded); while a Knowledge Vent with the effect of identifying an item is too OP.  The Knowledge Vent should instead allow the Hero/ine to determine the location of items (Well of Awareness).

      You might want to add these buffs & limit it to these debuffs:

      Buff Room (Vent) -


      •  Awareness Room [Items] (water of awareness vent; active only for as long as the Hero/ine remains in the room)
      •  Awareness Room [Entities] (Mind Vision Vent - new gas blob that applies this buff; active only for as long as the Hero/ine remains in the room)


      Debuff Room (Vent) -

      •  Freezer (Frost Vent)


      Overall, this is an inspired & brilliant idea!  +1 Kudos!

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    • Yeah, it was a bit OP. I like your revision shadow, especially the blob thingamajig(lol). I know the reply was a bit short, but thanks for input! :D. 

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    • I think that the summoning and alarm vent are good ideas, you just might want to call them monster holes and enchanted bells or something? In terms of paralyzing gas you would just be standing in one place forever but I like the smoke idea,  and shadow automatons frost idea. (That would be slowing the player down, right?) I also really like the fire vent idea and would love it if I found vents in the game one day. Maybe a teleportation vent would be good? As in when the player enters the room they will be randomly teleported to a different place in the dungeon until they disable the vent. As for buffs maybe a levitation vent? (That one pretty much explains itself.) Those arent usually blob type things, but maybe you could have teleportation gas, (or even better, mysterious myst.) And levitation gas. I deffinitely agree that knowledge vents are way to OP. Also, magic vents that recharge your wand faster and or make any magic more powerful would  be cool.

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    • Neat. I could see these used for puzzle rooms (that WON'T create 1.8 trillion dupe threads b/c nobody's adventurous). Ideas:

      Fan Room Will alternate giving levitation every two turns.. You will navigate an area with Flame Traps (that never "wear out"), Flame Blobs (that don't evolve), and some sort of aerial-only obstacle, i.e. "Burning Rafters". Good luck, there is a reward at the end, as well as a telepad-type tile that will send you back to the entrance. God, I cringe at all the new mechanics that would need to be added...

      Trench Room - Will have several "trench" tile rows, which will protect you from any harmful blobs. Will have a few variants: Flame, Frost, and Toxic Gas, as well as Paralytic gas accompanying each type. Basically, every three turns, that blob combo will flood the room to a certain extent (so you're not trapped in it the SECOND you enter the room). Reward at the end.

      Teleportation Room - Will nullify Wand charges (except one) and teleport you at a certain area, and deal level x 3 damage. Will dissipate permanantly when burnt. Prize past the gaseous barrier.

      Dark Room - Will give you blindness that barely lets you see past your character tile. Will be a maze of traps that never evolve (but can trigger, as shown in the to the Fan Room). Can be nullified with Illumination (traps will be Lightning). Prize and telepad at the end of the maze.

      Golden Room - Will be filled with an ether that will transmute items into double their sell value and double enemy gold drops. No prizes, just benefits.

      Health Room - Will restore Health and hunger to the player and living enemies. Undeads will be harmed in this room. No prize, just benefits.

      Knowledge Room - Will give temporary Mind Vision, Magic Mapping, Scrying (Well of Awareness effect), and reveal the "Special" potions and scrolls in your catalogue (maybe). No prize, just temporary benefits.

      Vampiric Crypt - Will give a temporary give a Vampiric perk to all entities that enter the room. Vampire Bats and Warlocks will have their effect doubled, and all battle stats (nix speed) of Undead will be doubled.

      Countdown Room - Will give a timer debuff to all entities, that starts at a fixed number (based on generation) which kills the affected when the timer hits 0. Will not effect Animated Statues, which spawn as guards (without the Weps, of course). High-Value prize and Telepad at the end.

      Amulet Room - Will be no more than one per game, with a 1/125 chance of generating. Should you bring the Amulet of Yendor to this room, you will meet Watabou. He will allow you to transfer your inventory to a successor (of the same class), with the exception of Revival items, Enhancement Items, and Strength or Level-giving potions, as their magic decays when traveling across dimensions.


      NOTE: Obstacles generated by the room will be wiped in the prize area, making it a sort of safe zone. However, it will not allow for sleep ("Your better judgement speaks against sleeping next to something so deadly..."), and Seeds are magically re-transferred to your inventory ("You see a flash of light repel the <Seed> from the ground and back towards you!").

      I hope you like the idea.

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    • Pandora's box. 

      Essentially, it's a mimic that doesn't move, but spawns 1-4 mobs every 3-7 turns. Don't open that box!

      Okay, time to add this to my mod...

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    • Maybe vents could be a challenge added to the game so then they don't always spawn.


      I find the summoning/paralize vents funny, I want to have one.

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    • 138.210.253.190 wrote:

      I find the summoning/paralize vents funny, I want to have one.

      So you LIKE Elder Monks, then?

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    • No, but I want to see one walk into a vent.

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    • Turrets:

      Basically, when any non-invisible entity enters a tile within X distance of one by any means ((X = (Depth number / 10) + ((1 - Y) - Depth Number)), where Y is ((Depth number - 10) - Depth number)), one appears. Only one per 5*5 area. A Turret is a nonmoving entity with health equal to the XP a Mimic would grant if killed on that depth (even if there are no wraiths on a depth). To trigger one on depth one, an entity must be standing on the turret. Turrets fight all entities and drop XP equal to an Animated Statue's health for that depth.


      Air elemental turret:

      DPS:  5 + Depth Number (Depth number is hereafter refered to as D)

      Attack Delay: 0.75 (Extra attack every 4th turn)

      Drops: Wand of Lightning +1 (Cursed 25%, Noncursed 5%); Random potion (30%, never a Potion of Might); Random Scroll (30%, never a Scroll of Wipe Out, 1% chance of the random scroll being a Scroll of Magical Infusion); Random Weapon (Cursed 2%, Non-cursed 2%, Enchanted (independent of the other two) 2%); Random Armor (Cursed 2%, Non-cursed 2%, Inscribed (independent of the other two) 2%); Random Ring worth 500 Gold (2%); Cursed Unstable Spellbook (Always)

      Notes: May appear over a Chasm. If so, all drops will appear on depth below and it has permanent levitation.


      Water elemental turret:

      DPS:  5 + Depth Number

      Attack Delay: 1 (Applies slowed debuff to all entities hit)

      Drops: Wand of Ice+1 (Cursed 25%, Noncursed 5%); Random potion (30%, never a Potion of Might); Random Scroll (30%, never a Scroll of Wipe Out, 1% chance of the random scroll being a Scroll of Magical Infusion); Random Weapon (Cursed 2%, Non-cursed 2%, Enchanted (independent of the other two) 2%); Random Armor (Cursed 2%, Non-cursed 2%, Inscribed (independent of the other two) 2%); Random Ring worth 500 Gold (2%); Cursed Alchemist's Toolkit (Always)

      Notes: May appear on Water.

      Earth elemental turret:

      DPS:  5 + Depth Number

      Attack Delay: 2 (Burst attack affects all adjacent entities unless levitating)

      Drops: Wand of Avalanche +1 (Cursed 25%, Noncursed 5%); Random potion (30%, never a Potion of Might); Random Scroll (30%, never a Scroll of Wipe Out, 1% chance of the random scroll being a Scroll of Magical Infusion); Random Weapon (Cursed 2%, Non-cursed 2%, Enchanted (independent of the other two) 2%); Random Armor (Cursed 2%, Non-cursed 2%, Inscribed (independent of the other two) 2%); Random Ring worth 500 Gold (2%); Cursed Tailsman of Foresight (Always)

      Notes: May appear on Trapped terrain.

      Fire elemental turret:

      DPS:  5 + Depth Number (May backfire)

      Attack Delay: 1

      Drops: Wand of Fireblast(Firebolt) +1 (Cursed 25%, Noncursed 5%); Random potion (30%, never a Potion of Might); Random Scroll (30%, never a Scroll of Wipe Out, 1% chance of the random scroll being a Scroll of Magical Infusion); Random Weapon (Cursed 2%, Non-cursed 2%, Enchanted (independent of the other two) 2%); Random Armor (Cursed 2%, Non-cursed 2%, Inscribed (independent of the other two) 2%); Random Ring worth 500 Gold (2%); Cursed Ethereal Chains (Always)

      Notes: Spawns a Fire Elemental when destroyed.

      Life elemental turret:

      DPS:  10 + Depth Number

      Attack Delay: 1 (Roots all enemies in range, )

      Drops: Wand of Regrowth +1 (Cursed 25%, Noncursed 5%); Random potion (30%, never a Potion of Might); Random Scroll (30%, never a Scroll of Wipe Out, 1% chance of the random scroll being a Scroll of Magical Infusion); Random Weapon (Cursed 2%, Non-cursed 2%, Enchanted (independent of the other two) 2%); Random Armor (Cursed 2%, Non-cursed 2%, Inscribed (independent of the other two) 2%); Random Ring worth 500 Gold (2%); Cursed Footwear of Nature (Always, 50% Chance of +0, 25% Chance of +3, 15% Chance of +6, 10% Chance of +10); 1-3 Random Seeds (Always, 50% Chance of 1, 30% Chance of 2, 20% Chance of 3)

      Notes: Slain enemies may drop a Dewdrop where it died.

      Ether elemental turret:

      DPS:  10 + Depth Number + T (T = Number of turrets remaining on level, self-inclusive)

      Attack Delay: 1

      Drops: Wand of Magic Missile +1 (Cursed 25%, Noncursed 5%); Random potion (30%, never a Potion of Might); Random Scroll (30%, never a Scroll of Wipe Out, 1% chance of the random scroll being a Scroll of Magical Infusion); Random Weapon (Cursed 2%, Non-cursed 2%, Enchanted (independent of the other two) 2%); Random Armor (Cursed 2%, Non-cursed 2%, Inscribed (independent of the other two) 2%); Random Ring worth 500 Gold (2%); Cursed Timekeeper's Hourglass (Always)

      Notes: May appear on any terrain except Walls, Doors, Barricades, Stairs/Ladders, Altars, Signposts, and other Turrets.

      Appearance (for all turrets): A statue on top of a pedastal (when triggered); Empty floor or compatible terrain (When not triggered, Air Turret always appears as Embers covering empty floor if over a Chasm).

      Notes: Turrets do not appear in the Sewers, and Life and Void turrets do not appear in the prison. Turrets do not appear on Boss Battle depths. (Exception: Player vs. DM-300.) Turrets do not appear in locked or barricaded rooms. Turrets also do not appear in the following rooms: Pit, Garden, Shops, Vaults, or Vestibules (Rooms with stairs/ladders, regardless of the direction they're going).

      Any ideas?

      -MCGillie

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    • Shadow Automaton wrote:
      Interesting..

      What you're proposing isn't so much a new trap tile, but pretty much a new interactive gameplay mechanism & an entirely new Special Room - Buff/Debuff Room!

      For helpful effects, the

      Garden already exists for Healing & Invisibility (Shadowmelded)....

      I think that an invisibility vent would not add blindness as well unless it's in the same room as a smoke vent. Shadowmelded = invisiblle and blind.

      Any comments on my idea, Shadow?

      Shadow Automaton wrote:
      And instead of Paralytic Gas, (for the sake of gameplay) maybe something that applies Rooted instead?....

      I think the name of the debuff in question would be Gravitated.

      All entities will be rooted, and the levitating ones will no longer be levitating.


      -MCGillie

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    • Shadow Automaton
      Shadow Automaton removed this reply because:
      Multi-posting; merged content of post with author's most previous post
      21:55, January 13, 2016
      This reply has been removed
    • @ MCGillie:

      MCGillie wrote:

      Any comments on my idea, Shadow?

      Replied to you on your Wall.

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