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Stone and Soul: The Golem Core Journey
Chapter 19: Current Levels and Classes of the Dungeon

Chapter 19: Current Levels and Classes of the Dungeon

As Eli floated in the central chamber of his dungeon, he was immersed in the intricacies of level progression. The dungeon’s design had been meticulously crafted, but Eli knew that understanding the leveling system and how it affected the dungeon’s creatures and challenges was crucial to creating a compelling experience for adventurers.

Lyra hovered nearby, examining a scroll with detailed diagrams of various dungeon levels and their corresponding difficulties. “Eli, we need to establish a clear progression system for the dungeon. This includes levels for our bosses, golems, and the overall challenge as adventurers descend further into the dungeon.”

Eli nodded in agreement. “Yes, the level system is essential for balancing the encounters and ensuring that adventurers face increasing challenges. Let’s go over the details and ensure everything is aligned.”

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Dungeon Level System:

1. Levels of Golems and Bosses:

* Floor 1-5: Basic Golems

* Level Range: 1-5

* Examples:

* Stone Golem (Level 3): A basic construct with moderate durability and melee attack power.

* Crystal Golem (Level 4): A ranged attacker that deals magical damage with energy blasts.

* Mist Golem (Level 5): A support golem that creates mist to obscure vision and confuse enemies.

* Floor 6-10: Intermediate Golems

* Level Range: 6-10

* Examples:

* Iron Golem (Level 7): A heavily armored golem with strong defensive capabilities.

* Fire Golem (Level 8): A golem imbued with fire magic, capable of dealing high damage over time.

* Water Golem (Level 9): A golem that manipulates water to create powerful attacks and control the battlefield.

* Verdant Warden (Thalor) (Level 10): The boss of Floor 10, a formidable guardian with special moves and high resilience.

* Floor 11-15: Advanced Golems and Bosses

* Level Range: 11-15

* Examples:

* Storm Golem (Level 11): A golem that harnesses lightning and storms to inflict heavy damage.

* Shadow Golem (Level 12): A stealthy golem with the ability to phase in and out of the shadows, making it difficult to hit.

* Earth Golem (Level 13): A massive golem with tremendous strength and the ability to manipulate the ground.

* Guardian of the Abyss (Level 14): A future boss with dark, ominous powers and high difficulty.

* Eternal Warden (Level 15): An advanced boss with intricate mechanics and challenging combat strategies.

2. Difficulty Progression:

* Floors 1-5: Beginner to Novice

* Characteristics: Low health and damage, simple attack patterns, and minimal special abilities. These floors are designed to ease adventurers into the dungeon and provide an introduction to its mechanics.

* Floors 6-10: Intermediate to Skilled

* Characteristics: Increased health, damage, and complexity in attack patterns. Golems gain new abilities, and traps become more sophisticated. The Verdant Warden at Floor 10 serves as a significant challenge.

* Floors 11-15: Advanced to Expert

* Characteristics: High health and damage, complex mechanics, and challenging special moves. The final bosses on these floors are designed to test the skills of even the most experienced adventurers.

Class System in Eldoria:

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In Eldoria, adventurers are classified into various classes, each with its own strengths and specialties. Here’s a brief overview of the major classes:

1. Warrior:

* Specialties: Melee combat, heavy armor, and high durability. Warriors excel in close-quarters battle and can take significant damage.

* Skills: Power Strike, Shield Wall, Cleave.

2. Mage:

* Specialties: Magic-based attacks, spellcasting, and ranged combat. Mages can deal massive damage with elemental spells.

* Skills: Fireball, Ice Shard, Lightning Bolt.

3. Rogue:

* Specialties: Stealth, agility, and critical strikes. Rogues are adept at avoiding damage and striking from the shadows.

* Skills: Backstab, Evasion, Poisoned Blade.

4. Ranger:

* Specialties: Ranged attacks, archery, and nature magic. Rangers are skilled in tracking and attacking from a distance.

* Skills: Multi-Shot, Trap Setting, Nature’s Blessing.

5. Paladin:

* Specialties: Healing, support, and defensive capabilities. Paladins can heal allies and provide buffs to enhance their effectiveness.

* Skills: Divine Light, Holy Shield, Aura of Protection.

6. Cleric:

* Specialties: Healing magic, divine spells, and support. Clerics are essential for maintaining the party’s health and providing magical support.

* Skills: Heal, Blessing, Purify.

7. Necromancer:

* Specialties: Dark magic, summoning undead minions, and curses. Necromancers can control the battlefield with their dark powers.

* Skills: Raise Undead, Dark Blast, Curse of Weakness.

Integration of Levels and Classes:

* Level Scaling: As adventurers descend through the dungeon, they will encounter increasingly challenging golems and bosses. The levels of these enemies correspond to the floor they are on, and their difficulty scales accordingly.

* Class Relevance: Different classes will have varied approaches to tackling the dungeon’s challenges. Warriors may focus on tanking damage, while Mages and Rangers deal damage from a distance. Each class’s abilities and strengths will be tested as they face the dungeon’s progression.

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Eli and Lyra carefully reviewed the level progression and class system. Lyra was impressed. “Eli, this structure will ensure a balanced and engaging experience for adventurers. The progression system makes each floor a new challenge, and the variety of classes will bring different strategies into play.”

Eli’s core glowed with satisfaction. “That’s the plan, Lyra. I want the dungeon to offer a range of challenges that cater to different playstyles. The goal is to create an experience that is both challenging and rewarding.”

With the level system and class details finalized, Eli prepared to implement these elements into the dungeon. He was eager to see how adventurers would navigate the increasing difficulty and utilize their unique classes to overcome the challenges ahead.