Dungeon Runners 1.0 Update



Patch 1.0: ""Release""

Changes

  • NEW CLASS: ROGUE
    • Role: Damage / Support
    • Base Health: 100
    • Base Attack: 15
    • Attack Speed: 25
    • Armor: 10
    • Threat: 4
    • Passive: On-Hit: The enemy hit loses 50% armor for 4 seconds
    • Abilities:
      • Shiv
        • Deals (250% Attack Damage) to a random enemy (applies On-Hit). Using this ability reduces the remaining cooldowns of Smoke Bomb and Cripple by 2 s.
        • Passive: Shiv’s cooldown is reset when another ability is cast
      • Smoke Bomb
        • Deals 75 (+ 1 / Spell Damage) (+ 5 / Rank) to all enemies, and reduces all incoming damage from them by 10% (+ 5% / Rank) for 15 s
      • Cripple
        • Deals 100 (+ 2 / Spell Damage) (+ 30 / Rank) True Damage to an enemy, and increases all damage dealt to them by 40% (+ 2% / 5% Potency) for 10 s
      • Assassinate
        • Instantly kill all enemies under 25% HP and gain 100 Gold (+ 25 for every additional enemy killed past the first)
    • Commonly built: Attack Damage, Potency, Cooldown Reduction
  • NEW CLASS: SAGE
    • Role: Healer
    • Base Health: 90
    • Base Attack: 25
    • Attack Speed: 30
    • Armor: 12
    • Threat: 3
    • Passive: Gain Cooldown Reduction equal to 50% of your Healing Power
    • Abilities:
      • Mark of the Sage
        • Apply Sage’s Mark to an ally for 10 s
        • Passive: Sage’s Mark heals an ally 6 HP (+ 1 / 4 Healing Power) every second
      • Tend Wounds
        • Heal all allies with Sage’s Mark 75 (+ 4 / Healing Power) (+ 10 / Rank) HP
      • Enhanced Mark
        • Apply Sage’s Mark to an ally and heal them 50 (+ 3 / Healing Power) (+ 5 / Rank). Heal them an additional 30% maximum HP over 10s
      • Guardian Spirit
        • Give all allies affected by Sage’s Mark 50% resistance for 10 s and re-apply Sage’s Mark
    • Commonly built: Healing Power, Cooldown Reduction, Potency
  • NEW CLASS: BLACKSMITH
    • Role: Support
    • Base Health: 150
    • Base Attack: 35
    • Attack Speed: 30
    • Armor: 25
    • Threat: 5
    • Passive: The first item at each campfire that would cost below 175g is free
    • Abilities:
      • Sharpen
        • Give all allies + 20 Attack Damage for 15 s
      • Scrap Armor
        • Give an ally + 30 Armor and + 5 threat for 15 s
      • Tinker
        • Reduce the remaining cooldowns of an allies basic abilities by 50% of their total cooldowns and give them 20 Energy
      • Dwarven Strength
        • Give an ally + 40 Armor, + 30 Attack Damage, + 20 Spell Damage and + 50% Potency for 15 s 
    • Commonly built: Potency, Cooldown Reduction

General Changes

  • Hotkeys added (1-4 selects party member, q-r uses abilities, d+f uses actives)
  • You can now view items during battle
  • Revival cost set to 75G at all levels
  • Potions can now be bought separately from items for 25G
  • XP is now linear: all encounters now give close to the same xp
  • Spell Damage now scales with level linearly (+ 1 / Level)
  • Rerolling now costs 5G less (15G)
  • Oneshot Protection: If an enemy attack would reduce a party member's HP from 100% to less than 10%, it stops at 10%. Resistance is bypassed if the damage is more than twice the party member’s maximum HP.
  • Overall nerf to gold gained from later encounters, to increase reliance on support gold generation
  • New Dungeon: Epic Dungeon
  • New Dungeon: Dark Caverns
  • NEW ENEMIES:
    • Golem: (Late) Sponge with high Armor (Counter with True Damage)
    • Goblin Captain: (Mid) Gives allies attack boost periodically (Counter with stuns)
    • Necromancer: (Mid-Late) Summons renewable skeletons from bone piles (Counter with AOE)
    • Shade: (Late) Gains a resistance buff periodically. Also chooses a low-threat party member and deals periodic damage to them (Counter with burst and peel healing)
    • (Secret Final Boss): Not spoiling what it is or the mechanics, figure it out yourself

Balance

Classes

  • PRIEST
    • “Heal” Cooldown increased from 15s -> 20s
    • “Heal” Healing reduced from 75 -> 70
    • “Heal” Upgrade scaling decreased from + 15 -> + 5
    • “Heal” Healing Power ratio decreased from 2 -> 1
    • “Restore” Healing Power ratio decreased from 3 -> 2
    • “Restore” Healing reduced from 70 -> 55
    • “Restore” Energy cost reduced from 35 -> 30
    • “Cure” Healing reduced from 100 -> 90
    • “Cure” Healing Power ratio reduced from 5 -> 2
    • “Cure” Upgrade scaling decreased from + 25 -> + 10
    • “Resurrection” Added: Passive: When Priest takes lethal damage, Resurrection is immediately cast if available
    • Healing is being toned wayyyyyy down this patch, so Priest’s stats took a very palpable hit. Enemy damage is reduced to compensate though.
  • KNIGHT
    • “Fortify” Heal reduced from 50 -> 30
    • “Bash” Energy cost increased from 40 -> 45
  • BARBARIAN
    • “Replenish” Base Healing decreased from 90 -> 80
    • “Growth” Healing decreased from 200 -> 100
  • ARCHER
    • “Quick Shot” Energy cost reduced from 15 -> 5
    • “Ice Arrow” Energy cost reduced from 40 -> 30
    • “Ice Arrow” and “Poison Arrow” now apply on-hit effects
    • “Poison Arrow” Poison True Damage DOT Spell Damage ratio added: + 3 / SD
    • Archer no longer has extreme energy problems, and can build cooldown reduction and spell damage as well as the attack damage and attack speed build. There might also be a secret archer build tech that lets you go a certain other role but we’ll see if it’s viable.
  • BARD
    • Passive: Resting now gives 50G to the party
    • “Encore” Attack Speed and Spell Damage buff increased from 15 -> 25
    • “Encore” Attack Speed and Spell Damage scaling per level decreased from 5 -> 2 / Rank
  • WIZARD
    • “Magic Missiles” Energy cost reduced from 40 -> 25

Items

  • Cooldown Reduction stat reworked (same as in league of losers only more powerful)
  • Wooden Shield
    • Health stat removed
  • Silver Bow
    • Cost decreased form 120 -> 100
  • Mystic Hat
    • Spell Damage stat removed
    • Mystic hat was almost always overshadowed by Ice Wand for the defensive AP item, so it’s transitioning to be the defensive pick for Supports
  • Tower Shield
    • Armor increased from 10 -> 15
  • Timely Stopwatch
    • Cooldown reduction increased from 10 -> 15
  • Scroll of Flames
    • Spell Damage reduced from 10 -> 5
  • Crystal Ball
    • Cooldown Reduction stat removed
  • Adventurers Pouch
    • Potency reduced from 40% -> 20%
  • Windblade
    • Attack Damage increased from 10 -> 25
    • Attack Speed increased from 10 -> 20
  • Robes of Purity
    • Healing Power reduced from 10 -> 5
  • Half Plate
    • Armor increased from 10 -> 20
  • Idol of the Sun
    • Healing Power increased from 15 -> 20
  • Broadsword
    • Armor increased from 5 -> 10
  • Inspiring Banner
    • Cooldown Reduction stat removed
  • NEW: Light Crossbow
    • + 7 Attack Damage
    • ACTIVE: Deals 100 (+ 3 / Bonus AD) to an enemy (20s)
    • Cost: 150
  • NEW: Daylight Bracer
    • + 7 Armor
    • + 4 Threat
    • ACTIVE: Stuns all enemies for 3s (30s)
    • Cost: 210
  • NEW: Horn of Triumph
    • + 25% Potency
    • ACTIVE: Increases all ally damage by 20% for 15s (40s)
    • Cost: 200
  • NEW: Mystic Chalice
    • + 5 Cooldown Reduction
    • + 40 Energy
    • ACTIVE: Restore 50 Energy to the ally with the least percent of energy (40s)
    • Cost: 190
  • NEW: Wand of Destruction
    • + 5 Spell Damage
    • ACTIVE: Deal 40 (+ 7 / SD) to all enemies (30s)
    • Cost: 180
  • NEW: Wand of Restoration
    • + 5 Healing Power
    • ACTIVE: Heal all allies 60 (+ 3 / Healing Power) health (40s)
    • Cost: 230
  • Active Items are in the game now, press them or use the corresponding hotkey to use the effect
  • NEW: Flask of Regeneration
    • ACTIVE: Gain 20 HP every second for 15s (Consumable, when another item is equipped this sells for 25G)
    • Cost: 60
  • NEW: Flask of Energy
    • ACTIVE: Gain 20 Energy every second for 20s (Consumable, when another item is equipped this sells for 25G)
    • Cost: 60
  • NEW: Flask of Power
    • ACTIVE: Gain 20 Spell Damage and 30 Attack Damage for 20s (Consumable, when another item is equipped this sells for 25G)
    • Cost: 60
  • NEW: Flask of Iron
    • ACTIVE: Gain 40 Armor and 5 threat for 20s (Consumable, when another item is equipped this sells for 25G)
    • Cost: 60
  • NEW: Flask of Giving
    • ACTIVE: Gain 15 Healing Power for 20s (Consumable, when another item is equipped this sells for 25G)
    • Cost: 60
  • Flasks are meant to give players some utility early/mid game, and players can focus more on combo builds with them. 
  • NEW: Thunderstruck Pauldrons
    • + 25 Armor
    • + 3 Threat
    • Passive: Whenever the wearer takes damage, restore 3 Energy
    • Cost: 220
  • NEW: Deerbone Necklace
    • + 12 Healing Power
    • + 60% Potency
    • Cost: 250
  • NEW: The Statstick
    • + 12 Healing Power
    • + 15 Armor
    • + 75 HP
    • + 50% Potency
    • + 15 Attack Damage
    • + 7 Spell Damage
    • + 5 Cooldown Reduction
    • + 30 Energy
    • + 1 Threat
    • + 10 Attack Speed
    • Cost: 500
    • A very funny item has been added. Does it have good enough stats for the cost to be worth it? We’ll just have to see who people use it on.
  • NEW: Comically Large Knife
    • + 50 Attack Damage
    • Cost: 250

Files

Dungeon_Runners_1.0.zip Play in browser
Mar 19, 2022
Dungeon_Runners_1.0_Windows.zip 35 MB
Mar 19, 2022

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