At the base of the mountain known as Skybreak Mountain, several explorers had gathered. With a wide range of skills and cultures available, the only thing they had in common was a letter, sent to each of them. It was identical to the exact curvature of each letter, inviting them all to seek a treasure deep within the temple laid within…

Welcome to Ultimate Dungeon Crawlers, a fresh, hip and cool new way to play forum games! In this game, you play as an adventurer invited by a mystery man to raid a temple.
How To Play
Much like Dimensional Dungeons, gameplay is set into two different modes, Exploration and Battle.
Exploration
When exploring the world and its dungeons, you'll be given a description of the area you are in and anything major of note. Whilst in these phases, items and moves are fully usable, to attain anything you'd like to do. Go full murderhobo or just persuade a villager, anything is viable. However, be aware of the environment you're in. Blowing up a wall in a dungeon may cause a cave in if the roof is weak, and blowing up a wall in a village will cause the guards to come. Your only limit is that you're stuck to the skills you have already unlocked.
Battle
Combat is now a blend of Dimensional and Magical Girl Simulator. Every turn, you may use an attack to inflict damage on an opponent, with the goal of winning the fight. Usually, this is by defeating every enemy you face. One attack can be used a turn, except for certain situations.
Every move costs a certain value of Stamina or Magica. If both of these run out, the player can only do a Desperation Move. At first, you will only have the one, but more will be unlocked as you level up Mastery. Taking damage from enemy attacks will lead to your Health decreasing. When this hits 0, you will be knocked unconscious until the battle ends, or an item/move is used on you.
In battle, moves fall into three different types- Offensive (Attacks that deal damage), Support (Attacks that affect the Stats of allies or enemies, or heal allies) and Status (Moves that inflict positive or negative status ailments on the enemy). Characters receive a wide mix of these attacks, but using them all in conjunction for the greatest effect will lead to victory. Additionally, each party member can use an Item in battle, with varying results. This takes up the place of an attack, and uses up a 'use' of the item. Spent items are thrown away automatically, but some items leave behind another item, which may have a different use.
Also, a characters 'System' might be useable. There'll be more on this later, but if it takes on the form of an attack, it can be used in place of one. These are all unique and the information in your Status post should be referred to.
Of the Offensive moves, there are 10 elements that they can fall into, under two types:
- The Physical elements are Strike, Slash and Pierce.
- The Elemental elements are Fire, Water, Ice, Electricity, Wind, Light and Dark.
Each enemy and character has Resistances and Weaknesses to one or more of these elements, with a few exceptions. If you use an attack that is the same element as the weakness of the enemy, they will take more damage from the attack. Conversely, using an attack of the same element as an enemies resistance will reduce the amount of damage dealt. On top of this, some enemies may Null certain elements (Take no damage whatsoever), Reflect (return the damage back to the user of the move) or Absorb (Be healed when hit by a move of that element). By using certain skills, abilities, items or just brute forcing it, finding out the enemies elemental alignments is vital to efficient victories.
Status ailments follow two major rules: You can only be inflicted with one at a time, and they only have an effect during Battle Phases. Any new ones cast will replace the current status ailment, so teamwork is key to accurate ailment placement. The status ailments that can be dealt to an enemy or yourself are as follows:
Poisoning- Venom causes the victim to take damage at the end of every turn during Battle Phases. Does not wear off after battle
Paralysis- The victim occasionally cannot move a muscle. There is a 50% chance of the sufferer not being able to act. Does not wear off after battle
Asleep- The victim falls into a deep sleep for a set number of turns, unable to act. Wears off when the battle ends
Trapped- The victim is unable to move, rendering them unable to carry out any attacks listed as Physical. Wears off when the battle ends
Brainshocked- The victim is unable to focus, rendering them unable to carry out any attacks listed as Elemental. Wears off when the battle ends
Stunned- The victim is taken so by surprise, they will be unable to act this turn. Wears off after one turn/end of battle. This status is special, as it can stack on top of another Status Ailment
Haste- A beneficial status ailment. Any character inflicted by Haste will be able to attack twice in a turn whilst it is in effect. Wears off when the battle ends
After you win a battle, you'll recover some Magica, Stamina and Health, as well as earn some EXP. When you receive enough EXP, you'll be able to Level Up. When you level up, you'll receive 7 Attribute Points (AP) to spend on one of your stats. These can be distributed at any type, and there may be certain strategies available to well timed levelling up of stats...
Your stats are as follows:
Vitality- How much health you have. For every 2AP you put into this stat, your Max HP increases by 1
Fitness- How much stamina you have. For every 5AP you put into this stat, your Max Stamina increases by 3
Aptitude- How much magica you have. For every 5AP you put into this stat, your Max Magica increases by 3
Skill- How much damage you deal with your attacks. For every 10AP you put into this stat, your Base Attack increases by 1
Fortitude- How well you can withstand enemy attacks. For every 10AP you put into this stat, your Base Defence increases by 1
Mastery- How skilled you are with your powers. For every 10AP you put into this stat, you will learn a new tier of moves to use
The final part of a character is their 'System', replacing character Abilities. This is a type of move unique to that character, often running off of a different meter than normal attacks, or could be completely passive. An example of a passive System would be 'Lightning Rod', which gives you the attribute of Absorb Electric, as well as making all Electric attacks used hit you instead. A different System could be 'Berserker Boost', where on low health the character gets a massive Attack boost. The sky and Host Discretion is the limit, so go nuts!
Create A Character
Now all the game systems are out of the way, the next part comes in, which is Character Creation. However, you have one more level of customization this time, with Class Creation. This is entirely optional, with some pre-set classes below as well. To do Class Creation, use the handy sign-up form below:
Code: Select all
Name- Character Name
Class- Class Name
Character Bio- What is your characters past, personality, appearance, alignment, anything really.
Weapon of Choice- Weapon to use in Physical Skills. Can be traded for another Power for Magic only build.
Powers- Along what lines are your powers? Can be traded for more another 2 weapons for a physical only build.
Bonus System- Create a 'system' for your character. This should tie in with your characters skillset in general. Systems could be comeback mechanics, special forms or the ability to charge up attacks.
Base Stat Spread
Vitality- 2 Vitality = 1HP
Fitness- 5 Fitness = 3 Stamina
Aptitude- 5 Aptitude = 3 Magica
Skill- 10 Skill = 1 Base Attack
Fortitude- 10 Fortitude = 1 Base Defence
Total Points to spend: 170
Preset Classes
This game requires a high level of activity, with near-daily updates. Inactivity is punished with enemies taking a priority to attack you and lower EXP rewards. If you can't make it for a certain period of time, let me know so we can sort something out, which'll also let you avoid these drawbacks