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Oh hello there oh Dungeon mine a Destiny/Dungeon Core quest

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You woke up with a jolt. Well, as much as of a jolt a orb can. Wait, you were an orb? That...
Informational
Destiny Dungeon
mana: 60/60 Level 2: 45/ 100 XP
STARTING ROOMS
[]Cabal: The might of the empire is behind you! Crush any who dare invade your realm with Iron and heavy weaponry. Start with 5 legionaries and have your first room be decorated in proper Cabal fashion. [ No negative affects, all cosmetic] When defeated they drop 50 Glimmer. 20% for green engram. Can buy more legionaries for 5 Mana each.

[]Vex: The Machines of war have decided keeping you alive is in their best interest. Keep your enemies at bay with the time machinations of the Vex. Start with 5 Harpies and have your starting room decorated in Vex machinery and crystals. [ All cosmetic] drop 50 Glimmer. 20% for green engram. Can buy more harpies for 5 Mana each.

[]Fallen: This band of scavengers has taken notice of you, and has decided you are worthy of following. Start with 5 Dregs and have your starting room decorated in the ways of the Fallen. [ All cosmetic] Drops 50 Glimmer. 20% for green engram. Can buy more Dregs for 5 Mana each.

[]Hive: The followers of the sword logic have found a home here. teach them how to become stronger. Start with five thrall and have your starting room be decorated with Hive crystals and the darkness. [ all cosmetic ] drops 50 Glimmer. 20% for green engram. Can buy more Thralls for 5 Mana each.
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[]Normal: A normal empty room, it will have the same decoration as the rest of the floor. Can place traps and affects. costs 5 Mana

[]Boss room: Place a Minion or buy a boss for 10 Mana. Can have one per floor. Boss rooms can have conditions based on race of boss and what type of minion they are. Costs 20 Mana.

[]Floor: You can buy another floor! It will be deeper and you can buy more and better things, as well as have more higher level minions. Costs 90 Mana

[]Cover: Set up obstacles so your minions can take cover from fire. 5 Mana
* For a small cost of 1 mana, you can move your core into a different room. Takes three seconds.
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MINIONS: Cabal
[]Cabal War Beast: Kept hungry and angry at the world, this beast will lunge forward toward enemies, trying to rip them apart with teeth and claws. 5 Mana each. Costs 20 mana to unlock.

[]Phalanx: A Legionary armed with a thick shield, this minion is meant to take the hits your others couldn't. Costs 10 mana each. costs 20 mana to unlock

[]Psion: Small operatives who have psi abilities, they throw their minds around like hammers. Good for sneaking.

* All dead Minions will respawn, though some will take longer than others.
TRAPS

[]Spike- a small spike comes out of the surface and pokes the invader. Does small to medium damage based on where it is positioned. costs 5 Mana.
UPGRADES

[]Respawn rate increase: Your dead troops will respawn faster. costs 10 Mana

[] Traps: Your traps will be able to do more damage

[]Engram loot: Have a higher chance of dropping a green engram, and a 5% chance of dropping a blue engram. draws in more invaders.

[] Glimmer loot: Drop 70 glimmer instead of 50. Draws in more invaders.
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MINIONS: Hive
[] Acolyte: A step higher than a thrall, these minions are the backbone of the hive. Come equipped with a hive shredder which launches void energy at invaders. Costs 5 mana each.

[]Cursed Thrall: these are cursed for death, easily identified by their blue glowing head. They rush towards the enemy and explode. 5 mana each. 5 to unlock

[]Knights: Huge monsters wielding swords more akin to butchers blades, these are the commanders of the terrible hive, and a path for the more physical of the Hive. Oh, and they can summon shadow like shields in front of themselves, taking a moment to regain health. Costs 15 mana each.

[] Wizards: Masters of the arcane, these Hive are for those who choose not to become knights but instead focus on magic. Mainly, seeing just how well they can turn the darkness into killing blasts. 30 Mana each. 30 Mana to unlock.

[] Ogres: Thrall experimented on by Wizards, they are a hulking mass of muscle and anger, able to shoot void beams from their head. 50 Mana each. 50 Mana to unlock.

* All dead minions respawn, though some take longer than others.
TRAPS

[]Hole: This is a simple hole in the ground, people fall in and have a hard time getting out.
UPGRADES

[] Hole: Add spikes in the bottom, so the only ones who survive have good armor or avoid the spikes. Costs 10 Mana.

[]Thrall Level 2: Makes them stronger, faster, tougher. Costs 15 Mana

[] Cursed Thrall: Explosion is bigger and takes less time to activate. 10 Mana.

[] Acolyte Level 3: Makes them stronger, tougher, faster. 20 Mana. Max for now

[] Knight Level 2: Makes them stronger, faster, tougher. 15 Mana
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FALLEN
MINIONS

[] Vandals: The marksmen and thugs of the Fallen, they have four arms where dregs have two of theirs docked. They keep the others in line and serve as muscle for the crew. 10 Mana each. 10 Mana to unlock

[] Captain: These stand above even the Vandals. Armed with shock Blades or Shrapnel Launcher, these are foes not to be taken lightly. Also armed with a shield, a teleported, and usually surrounded by their crew, these are a force to be reckoned with. 15 Mana each. 20 Mana to unlock.

[] Shanks: Drones of the Fallen, they are meant to give battle field assistance and go in small places that the fallen can't. 5 Mana each. 10 Mana to unlock.

[] Servitor: Huge unsleeping eyes, these machines usually provide sustenance for Fallen crews. In here though, they have no need to do that. Instead, their second objective becomes their first. Mainly, spam the enemy with artillery. 20 Each, 20 to unlock

*Dead minions respawn, though some will take longer than others.
TRAPS

[] Web mine: A mine hat when stumbled upon shoots into the air and lets out a web of arc currents, slowing down invaders trapped in its grip. Costs 5 Mana each. 5 Mana to unlock.

UPGRADES
[] Dregs: Stronger, faster, tougher. 10 Mana

[]Vandals: Tougher, faster, stronger. 10 Mana.

[] Captain: tougher, stronger, faster. 10 Mana

[] Shanks: Tougher, faster, stronger. 10 Mana

[] Servitor: Tougher, stronger, faster. 10 Mana

[] Web Mine: lasts for longer, activates sooner 10 Mana
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VEX
MINIONS

[]Goblins: Above Harpies, they are the foot soldier of the Vex collective. 5 Mana each. 10 Mana to unlock

[] Fanatic: Goblins driven to explode rad fluid all over invaders. 10 Mana each. 10 Mana to unlock.

[]Hobgoblins: They are the snipers, when damaged they crouch and activate a healing field, damaging nearby invaders. 10 Mana each. 10 Mana to unlock.

[]Minitours: The builders of the Vex collective, they have shields and Torch Hammers which launch forward large blobs of void. 15 Mana each. 20 Mana to unlock.

[]Hydras: Floating fortresses, these Vex are huge and have hovering shields that block attack, even though they have small cracks where a clever enemy could shoot between. 30 Mana each. 30 Mana to unlock.

[] Cyclops: A artillery platform, these are meant to fire huge amounts of energy at a invader. Cannot move, usually defensive and placed at important sites. 50 Mana each. 50 Mana to unlock. One per floor.

TRAPS
[]Data Mine: A blue cube that when walked next to glows then turns red and then explodes. costs 5 Mana. To unlock costs 5 Mana.

UPGRADES

[]Harpies: Tougher, stronger, faster. 10 Mana

[] Goblins: Tougher, stronger, faster. 10 Mana

[]Fanatic: Tougher, stronger, faster. 10 Mana

[] Minitour: Tougher, stronger, faster. 10 Mana

[]Hydra: Tougher, stronger, faster. 10 Mana

[]Cyclops: Tougher, stronger, faster. 10 Mana

[] Data Mine: Activates sooner. 10 Mana




Forces: 2 Knights, 10 Acolytes, 6 Thralls.
Defenses: Hole



Unlock computer decoration.

4/10 guns ( Human)

Weapons 7/10 (Fallen)

Ether ration packs 3/10 ( Fallen )


Working computers: You can connect your conscience to any computer you make. Works off a mixture of actual technology and a little bit of dungeon magic. Allows you to see area in a small bubble.

Spin metal acquired. Can now drop Spin Metal as Dungeon loot. Can now plant Spin Metal for harvesting.
 
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