DUNGEONEERING GUIDE
ADVENTURING
Soulmoor has at base 3 dungeons (with the possibility for more for events), consisting of one for each faction and a third for both. While most things work the same way in dungeons as they do when combating other players, the system that handles the NPCs fighting back requires some changes to several Abilities and a focus on several systems that are often overlooked when dealing with other players.
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This section is meant to help you understand the systems and Ability changes required to accomplish adventuring.
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Here are some basic rules for going into a dungeon and combating the NPCs there.
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Adventuring parties can consist of a max of 4 people. Of course, you can bring less, which may mean the treasure gained is split with fewer people, but the dungeons are balanced with the intent that 4 people are fighting.
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Because of how automatic NPCs fight, they do not get a turn themselves, and it is beneficial for a party to have their "tank" going first in combat as it plays a part in automatic NPC targeting slightly.
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Because of how automatic NPCs fight, you cannot sacrifice your damage/healing roll not to go vulnerable, as vulnerability isn't applied when fighting an automatic NPC.
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You cannot ride mounts inside of a dungeon.
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You cannot skip past any active monsters to get to a specific encounter or treasure chest you want. You MAY attempt to stealth your way past an NPC, but all party members must successfully do so, and the rolls must be done within the range of the NPC (it's targetable in your HUD). Any failure means you must defeat it or use standard rules for fleeing.
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You cannot resume an adventure from an earlier time by starting in the area you were previously. You must always start from the beginning and clear inward unless stealth is used.
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Teleportation cannot be used to start further inside a dungeon.
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You must make sure you are following the fatigue rules within a dungeon. It is one of the most important deciding factors in how deep an adventuring party can go into a dungeon, and, often, some can only go a few encounters in.
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So that it is also spelled out here, whenever you finish combat, you must make a Fatigue roll which can be found under Options > Fatigue in the HUD. Failure means you are fatigued, and all future Combat Rolls (including abilities) get a stacking -1 penalty for the rest of the day. The HUD will automatically apply this penalty to you if you fail. This can spell the end of an adventure after a few battles, and there exists equipment to help with this problem.
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Adventuring is dangerous, and NPCs will try and kill you. While simply becoming helpless from failing a Last Breath roll does not mean assured death, you become helpless, and unless your party wins or a still-standing party member drags you away as they flee, the NPCs will kill you.
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Each person still standing may flee with 1 helpless party member, so half of a 4 man group must still be active and successfully flee to get everyone out alive.​
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Flee must be rolled as usual.
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A partial success on Last Breath is still helpless, you can simply attempt to Flee yourself as well.
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Helpless players cannot 'rest' inside a dungeon to be healed again; they must leave and rest safely.
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If you are left for dead for whatever reason during a PvE encounter, later retrieval of your body would be impossible. Creatures will consume or destroy any remains left long before any help can return, and in most cases even finding a specific body in these vast locations would be impossible. In these instances, using the beacons to revive is the only possibility.
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All party members must be in the range of the automatic NPC once the battle is started, even if only assisting with beneficial abilities like Cure. You are in range if you can target the NPC with the HUD.
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Adventures should generally be logged in a notecard to safeguard yourself against potential investigation (fighting NPCs is something we keep an eye on so it's not abused), as well as potential future rewards. Any reward from a quest will likewise require a log.
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Members of the allied faction (living in the mines, undead in the tomb) cannot fight nor loot (including chests and whatever else) their allied dungeon. They can, however, freely traverse the areas and bypass any traps that normally would impede a dungeon diver.
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Dungeon entrances cannot be contested or camped by the opposite faction, and a party within a dungeon cannot be attacked by other groups entering or moving through the dungeon.
COMBAT CHANGES
Some things must work differently to battle the automatic NPCs, so the Ability changes will be listed here.
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Abilities
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Sunder - Add +1 damage to your attacks
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Holy Symbol - Anytime you are hit, you may add +1 damage to your next successful attack.
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Pet - Add +1 damage to your attacks
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Defend - The automatic NPCs will not take this into account, so a defended player must manually tick their HP back up, and the defender ticks their HP down. Don't use Cure or Damage rolls to raise/lower your HP; tick up/down using the health orb.
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Hex - It is now a permanent debuff on an NPC that makes them miss 20% of their attacks.
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Flank - Add +1 damage to your attacks
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Backstab - Add +3 damage to your attacks
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Rend - Any physical attack roll that is a critical hit (12+) deals +3 damage
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Beast - Add +1 damage to your attacks (total of +2 with Pet)
RESOLVE
Resolve plays a much more critical part in combat against automatic NPCs as they do not get a turn themselves, instead reacting to rolls the party makes. Whenever a character drinks a healing potion or uses an ability that forgoes their Combat Roll against an automatic NPC, they must now roll a Resolve check to perform the action without leaving the party open to attack. A failure does not mean the ability fails; it still works; it just means your action gave room for the enemy to attack someone in your party.
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When Resolve is rolled in combat with an automatic NPC, you will receive a dialogue popup asking you what that specific Resolve roll was for. The options are Debuff (for Hex), Death (for Last Breath), and Other (for anything else, such as Abilities that forgo Combat Rolls or a healing potion). Each option slightly changes how the automatic NPC will react.
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This means that every time it is your turn in combat, you will be rolling something, be it a stat roll to attack or heal, an unmodified skill roll to flee, or resolve for everything else. While you CAN decide to do nothing on your turn, you are still required to roll Resolve and select "Other" to see if doing nothing allows the automatic NPC the freedom to attack someone in your party.
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These Abilities require a Resolve roll when in combat with an automatic NPC.
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Focus
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Imbue
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Music
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Hex
COMBAT ZONES
FOREST/MINES/TOMBS
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No changes (includes any monsters at the entrances)
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DEEP DESERT
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-3 Fatigue Bonus when in the deep desert (not in Akhatar) with the bonuses below able to negate this penalty but not go above it.
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+2 Fatigue Bonus if equipped with a Froststone (does not stack with Waterstone)
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+1 Fatigue Bonus if equipped with Adventuring Gear​
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+1 Fatigue Bonus if equipped with a Waterstone (does not stack with Froststone)
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+1 Fatigue Bonus if equipped with suitable desert attire
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+1 Fatigue Bonus if riding a mount
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+1 Fatigue Bonus if equipped with visor or other suitable face/eye covering
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