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** Characters of level 10 or higher can choose to retire, becoming a teacher[[note]]Instantly maxes out a skill tree for all future Dungeonmans, selected at random on retirement from one of those they maxed out themself[[/note]], a tavern keeper[[note]]places a town on the map where they sell loot[[/note]] or wanderer[[note]]become a random encounter where you save them from an ambush and they offer to become a party member[[/note]]. If a character ''dies'' after level 10, they'll automatically become a ghost teacher, granting the same benefits as if they'd retired but with slightly different flavor.
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** Characters of level 10 or higher can choose to retire, becoming a teacher[[note]]Instantly maxes out a skill tree for all future Dungeonmans, selected at random on retirement from one of those they maxed out themself[[/note]], a tavern keeper[[note]]places a town on the map where they sell loot[[/note]] or wanderer[[note]]become a random encounter where you for future Dungeonmans, who can save them from an ambush and they offer to become a party member[[/note]]. If a character ''dies'' after level 10, they'll automatically become a ghost teacher, granting the same benefits as if they'd retired but with slightly different flavor.
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finally learned what this does
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** Characters of level 10 or higher can choose to retire, becoming a teacher[[note]]Instantly maxes out a skill tree for all future Dungeonmans, selected at random on retirement from one of those they maxed out themself[[/note]], a tavern keeper[[note]]places a town on the map where they sell loot[[/note]] or wanderer. If a character ''dies'' after level 10, they'll automatically become a ghost teacher, granting the same benefits as if they'd retired but with slightly different flavor.
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** Characters of level 10 or higher can choose to retire, becoming a teacher[[note]]Instantly maxes out a skill tree for all future Dungeonmans, selected at random on retirement from one of those they maxed out themself[[/note]], a tavern keeper[[note]]places a town on the map where they sell loot[[/note]] or wanderer.wanderer[[note]]become a random encounter where you save them from an ambush and they offer to become a party member[[/note]]. If a character ''dies'' after level 10, they'll automatically become a ghost teacher, granting the same benefits as if they'd retired but with slightly different flavor.
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Not to be confused with ''VideoGame/ThyDungeonman''.
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... Final Death is also no longer a trope,
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* FinalDeath: As with most {{roguelike}}s, a character who dies is gone forever. They're remembered as part of the {{Macrogame}}, though -- names used previously cannot be used again, because the adventurer they referred to is already dead.
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* {{Permadeath}}: As with most {{roguelike}}s, a character who dies is gone forever. They're remembered as part of the {{Macrogame}}, though -- names used previously cannot be used again, because the adventurer they referred to is already dead.
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Bonus Boss is no longer a trope; re-sorting
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* BonusBoss: [[spoiler:Echoes from Time Unknowable]] are absurdly overpowered monsters that can be found occasionally. The game makes it very clear that they are highly dangerous and outright ''encourages'' you to [[KnowWhenToFoldEm run if you're not sure of your chances]] -- but if you beat them, you get a slew of valuable loot, including the unique [[spoiler:Echoes of Stremf Long Forgotten, a consumable which substantially levels up a weapon's Renown ''and'' spawns over a hundred Proofs of Stremf for the Academy]].
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* PlayerNudge: Spawning an [[spoiler:Echo from Time Unknowable]] from the gambling minigame will also toss four [[EscapeRope scrolls of Carefully Escape Dungeon]] on the ground, as if to say "''This is a highly-dangerous BonusBoss, consider the merits of fleeing immediately''".
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* PlayerNudge: Spawning an [[spoiler:Echo from Time Unknowable]] from the gambling minigame will also toss four [[EscapeRope scrolls of Carefully Escape Dungeon]] on the ground, as if to say "''This is a highly-dangerous BonusBoss, {{Superboss}}, consider the merits of fleeing immediately''".
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* {{Superboss}}: [[spoiler:Echoes from Time Unknowable]] are absurdly overpowered monsters that can be found occasionally. The game makes it very clear that they are highly dangerous and outright ''encourages'' you to [[KnowWhenToFoldEm run if you're not sure of your chances]] -- but if you beat them, you get a slew of valuable loot, including the unique [[spoiler:Echoes of Stremf Long Forgotten, a consumable which substantially levels up a weapon's Renown ''and'' spawns over a hundred Proofs of Stremf for the Academy]].
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* TechnicolorMagic: '''[[purple:Dread Purple]]''', to be exact -- the color of {{Eldritch Abomination}}s and corruption, and the opposing element to heavenly Starlight. TheVeryDefinitelyFinalDungeon is a whole spire made of Dread Purple crystals.
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* TechnicolorMagic: '''[[purple:Dread Purple]]''', to be exact -- Purple]]''' is the color of {{Eldritch Abomination}}s and corruption, and the opposing element to heavenly Starlight. TheVeryDefinitelyFinalDungeon is a whole spire made of Dread Purple crystals. While all magic is color-coded (red/orange Fire, blue Cold, green Poison, silvery Starlight), Purple is the only one referred to directly by its color.
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''Dungeonmans'' is a 2014 traditional {{Roguelike}} with {{Macrogame}} elements developed and published by Adventurepro Games.
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''Dungeonmans'' is a 2014 traditional {{Roguelike}} with {{Macrogame}} elements elements, developed and published by Adventurepro Games.
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Dungeonmans is a traditional {{Roguelike}} with {{Macrogame}} elements.
You create a Dungeonmans! Dilligent student of the Dungeonmans Academy, Looter of Dungeons, Crusher of Monsters, and Dooer of good ([[VideoGameCrueltyPotential Probably...]]).
Being a roguelike, there are ample opportunities for {{Yet Another Stupid Death}}, completely putting an end to your character.
You create a Dungeonmans! Dilligent student of the Dungeonmans Academy, Looter of Dungeons, Crusher of Monsters, and Dooer of good ([[VideoGameCrueltyPotential Probably...]]).
Being a roguelike, there are ample opportunities for {{Yet Another Stupid Death}}, completely putting an end to your character.
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You create a Dungeonmans!
Being a roguelike, there are ample opportunities for
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!! Dungeonmans contains examples of:
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** The "Pay-To-Lose" DLC provides a ton of options the make the game more difficult.
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** The "Pay-To-Lose" "[=Pay2Lose=]" DLC provides a ton of options the make the game more difficult.
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* TooAwesomeToUse: Mostly averted with Consumables. Scrolls and potions are plentiful and many shops stock useful consumables that become affordable in midgame. There are very few elixer-like items that are incredibly powerful but very few exist. Although the player can still hoard items, the game discourages this kind of behavior:
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* TooAwesomeToUse: Mostly averted with Consumables. Scrolls and potions are plentiful and many shops stock useful consumables that become affordable in midgame. There are very few elixer-like elixir-like items that are incredibly powerful but very few exist. Although the player can still hoard items, the game discourages this kind of behavior:
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* YetAnotherStupidDeath: The player can die ''very'' quickly if they aren't paying attention. There are also several [[OneHitKill one-hit kills]] in the game which are telegraphed. Trying to tank the telegraphed hits is generally not a good idea...
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* YetAnotherStupidDeath: The player can die ''very'' quickly if they aren't paying attention. There are also several [[OneHitKill one-hit kills]] in the game which are telegraphed. Trying to tank the telegraphed hits is generally not a good idea...
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turns out items do persist on the overworld
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** The world map is largely persistent between characters, as exploration progress is kept and dungeons discovered via adventure maps remain on the world map for future characters to plunder if they so desire. Similarly, dungeons ''destroyed'' with Dungeon Dissolver, and mountains destroyed with a Terraforming Beacon, remain wiped from the map forever. The only thing on the world map that ''doesn't'' stick around between characters is items, which only appear when autocrushing Trivial dungeons anyway.
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** The world map is largely persistent between characters, as exploration progress is kept and dungeons discovered via adventure maps remain on the world map for future characters to plunder if they so desire. Similarly, dungeons ''destroyed'' with Dungeon Dissolver, and mountains destroyed with a Terraforming Beacon, remain wiped from the map forever. The only thing on the world map that ''doesn't'' stick around between characters is items, which only appear when autocrushing Trivial dungeons anyway.
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* SupernaturalIsPurple: '''[[purple:Dread Purple]]''', to be exact -- the color of {{Eldritch Abomination}}s and corruption, and the opposing element to heavenly Starlight. TheVeryDefinitelyFinalDungeon is a whole spire made of Dread Purple crystals.
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* TechnicolorMagic: '''[[purple:Dread Purple]]''', to be exact -- the color of {{Eldritch Abomination}}s and corruption, and the opposing element to heavenly Starlight. TheVeryDefinitelyFinalDungeon is a whole spire made of Dread Purple crystals.
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* WordSaladHumor: One [=Pay2Lose=] option gives you a chance of [[UnknownItemIdentification misidentifying an item]]. When this happens, the name and description will be randomly-generated nonsense.
-->Increased dodge for a monster in line of history's most powerful buff. Die.
-->Increased dodge for a monster in line of history's most powerful buff. Die.
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** One [=Pay2Lose=] option adds food and a hunger meter the player must manage. While hungry, RestingRecovery ceases.
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** One [=Pay2Lose=] option adds food and a hunger meter the player must manage. While hungry, By default, RestingRecovery ceases.ceases while hungry, but additional options allow increasing the penalty to dealing half damage or suffering instant death.
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think there might be more options but we'll have to check that
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* WizardNeedsFoodBadly: Completely Averted. There is no mechanic that imposes time pressure on the player. No need to eat, no super nasty monster that shows up after a set amount of time, no impending doom for the world on a greater scale. The player can take their time with every Dungeonmans they create and go through as many Dungeonmans as they like to build the Academy.
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* WizardNeedsFoodBadly: Completely Averted.WizardNeedsFoodBadly:
** {{Averted|Trope}} in the base game. There is no mechanic that imposes time pressure on the player. No need to eat, no super nasty monster that shows up after a set amount of time, no impending doom for the world on a greater scale. The player can take their time with every Dungeonmans they create and go through as many Dungeonmans as they like to build theAcademy.Academy.
** One [=Pay2Lose=] option adds food and a hunger meter the player must manage. While hungry, RestingRecovery ceases.
** {{Averted|Trope}} in the base game. There is no mechanic that imposes time pressure on the player. No need to eat, no super nasty monster that shows up after a set amount of time, no impending doom for the world on a greater scale. The player can take their time with every Dungeonmans they create and go through as many Dungeonmans as they like to build the
** One [=Pay2Lose=] option adds food and a hunger meter the player must manage. While hungry, RestingRecovery ceases.
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** Enemies that have turned {{invisib|ility}}le can still just barely be seen -- and their hover description informs you that you are looking at a "Completely Empty Tile".
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** Enemies that have turned {{invisib|ility}}le [[VisibleInvisibility "invisible" can still just barely be seen seen]] -- and their hover description informs you that you are looking at a "Completely Empty Tile".
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* ButtDialingMordor: Blasphemous Tirade, using the BlackSpeech of the Purpleonians, draws their attention when you use it. The skill description warns you, "[[purple:Do not make a habit of this...]]" and actually using it inflicts an ominous "On Notice" status effect for several hundred turns. Using it again before the effect expires will summon two Ancient King Purpleonians, and doing this repeatedly will cause them to increase in power. [[spoiler:Eventually you draw enough attention to burn out the star forge, and you are explicitly warned never to use the skill again. If you disobey this final warning, the Academy will be destroyed.]]
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** December 25th is Crushmas, and once again Champion monsters drop gifts filled with amazing loot. They're identical to the Best Day Ever gifts except for color and FlavorText -- in fact the holiday seems to be reusing some BDE code, as it shows up in the status menu as ''being'' the Best Day Ever.