A Dungeon's Guide To Dimensional Traveling (Dungeon Core Quest)

[X] Get it done.
[X] Mine: A structure used to get gold and other materials needed for upgrading and buying. Cost 3 Gold.
[X] Grimm Spawning Pool: A pool of Grimm Liquid that gives birth to different Grimm types, currently can only spawn from what Grimm you have. Cost 5 Gold.
[X] Grimm Shrine: A dark and obscene shrine dedicated to the Grimm, gives a buff and to all Grimm Monsters and will also heal them, while also giving the Negative Energy Debuff to all non-Grimm. Cost 3 Gold.
[X] One Random Monster Tree. 10 Gold 5
[X] Improve yourself. 0/50 Mana 2
[X] Dig deeper to create a second floor (Will take one week)
Is this good?
 
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Final boss Salem lays dead on the ground in her second phase form.

Exhausted arrogant party leader: *Huff huff* F@&k you, you pale skinned B&?@h! F&$kkng loot bet-

Salem resurrects in her third phase form with all injuries healed, the boss room changes into a platforming nightmare, the party receives massive debuffs, and Orchestra with lyrics in LATIN begins playing.
 
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[X] Mine: A structure used to get gold and other materials needed for upgrading and buying. Cost 3 Gold.
[X] Grimm Spawning Pool: A pool of Grimm Liquid that gives birth to different Grimm types, currently can only spawn from what Grimm you have. Cost 5 Gold.
[X] Grimm Shrine: A dark and obscene shrine dedicated to the Grimm, gives a buff and to all Grimm Monsters and will also heal them, while also giving the Negative Energy Debuff to all non-Grimm. Cost 3 Gold.
[X] One Random Monster Tree. 10 Gold 3
[X] Improve yourself. 0/50 Mana 2
Is this good?
Ye. You can also use a plan name too, and don't forgot about either constructing an entrance or making a second floor.
 
Your kinda, but still be careful with it, because some things are going to be expensive, like really expensive.
Right but if we gain 100 mana and gold each turn then we just need to improve our caps so no reason to save this turn at least)

[X] Plan Spend to Make
-[X] Servitor x10 (10 mana)
-[X] Beowulf x5 (15 mana)
-[X] Creeper x3 (6 mana)
-[X] Ursa x2 (10 mana)
-[X] Boarbatusk x3 (9 mana)
-[X] Grimm Bait: A pod in which triggered, releases negative emotions that attract Grimm. x1 Cost 2 Gold
-[X] Negativity Bomb: A bomb that gives both physical and mental damage depending on target's willpower. x1 3 Gold
-[X] Pitfall: Your basic trap that let's those who step onto it, fall into the hole. x1 Cost 1 Gold
-[X] Spike Trap: Spikes coming out of everywhere to skewer anyone unfortunate. x1 2 Gold
-[X] Grimm Wrath: Increases the fury of Grimm. 3 Gold
-[X] Grimm Despair: Decreases all Agility of Adventurers. 3 Gold
-[X] Mine: A structure used to get gold and other materials needed for upgrading and buying. Cost 3 Gold.
-[X] Grimm Spawning Pool: A pool of Grimm Liquid that gives birth to different Grimm types, currently can only spawn from what Grimm you have. Cost 5 Gold.
-[X] Grimm Shrine: A dark and obscene shrine dedicated to the Grimm, gives a buff and to all Grimm Monsters and will also heal them, while also giving the Negative Energy Debuff to all non-Grimm. Cost 3 Gold.
-[X] Further and Improve Servitor Tree. 0/50 Gold
-[X] Improve yourself. 0/50 Mana
-[X] Random Trap 10 Gold
-[X] Random Resources. 15 Gold
-[X] Dig deeper to create a second floor (Will take one week)

100/100 Mana
100/100 Gold

Still figuring out grimm, but the sooner we grab them the sooner they start their growth, also servitors I assume help out with the mine

Edit- Okay so grabbing all the buildings, grabbing servitors for the mine for more gold income, grabbing some grimm for defense in case we get discovered and also allowing these grim to start aging for the growth gain. Upgrading servitors to try and improve income as well.
 
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Right but if we gain 100 mana and gold each turn then we just need to improve our caps so no reason to save this turn at least)

[X] Plan Spend to Make
-[X] Servitor x10 (10 mana)
-[X] Grimm Bait: A pod in which triggered, releases negative emotions that attract Grimm. Cost 2 Gold
-[X] Negativity Bomb: A bomb that gives both physical and mental damage depending on target's willpower. 3 Gold
-[X] Pitfall: Your basic trap that let's those who step onto it, fall into the hole. Cost 1 Gold
-[X] Spike Trap: Spikes coming out of everywhere to skewer anyone unfortunate. 2 Gold
-[X] Grimm Wrath: Increases the fury of Grimm. 3 Gold
-[X] Grimm Despair: Decreases all Agility of Adventurers. 3 Gold
-[X] Mine: A structure used to get gold and other materials needed for upgrading and buying. Cost 3 Gold.
-[X] Grimm Spawning Pool: A pool of Grimm Liquid that gives birth to different Grimm types, currently can only spawn from what Grimm you have. Cost 5 Gold.
-[X] Grimm Shrine: A dark and obscene shrine dedicated to the Grimm, gives a buff and to all Grimm Monsters and will also heal them, while also giving the Negative Energy Debuff to all non-Grimm. Cost 3 Gold.
-[X] Furhter and Improve Servitor Tree. 0/50 Gold
-[X] Improve yourself. 0/50 Mana

60/100 Mana
75/100 Gold

Still figuring out grimm, but the sooner we grab them the sooner they start their growth, also servitors I assume help out with the mine
Yep. They do. also nice plan.
 
Most likely will occur once you open up afterall many dungeons act as mana filters in their home settings
 
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