Archetype Traits Spreadsheet
Every race of monster belongs to an Archetype. These Archetypes come with a pool of inherent bonuses. Each monster in the archetype gets a random one of these bonuses upon generation.
Archetypes are similar to Normal stats in the sense that they are ratios that determine their true values:
- Common:
- Wild Fury: Damage Dealt Increased by 200%
- Trigger: When 3 or more Heroes are in the same Room
- Pack Mentality: Damage Dealt Increased by 150%, Health Increase of 125%, Damage Taken Reduced by 125%
- Trigger: When 2 or more Beasts are in the same Room
- Hunter: Damage Dealt Increased by 300%
- Trigger: When only 1 Hero is in the Room
- Uncommon:
- Man-Eater: Heal for 25% maxHealth
- Trigger: When targeted Hero dies
- Alpha: Damage Dealt Increased and Damage Taken Reduced by 200%, Threat Level plus 2
- Strong Senses: The monster will sense the moment a stealthed enemy attempts to attack or steal gold, leaping to counter them. Counters a stealthed enemy's stealth attack on an allied monster by reducing that attacks damage by 33%, or if they are stealing gold, knocks away 50% of it. Multiple beasts with this ability will all perform this action at once when it triggers.
- Rare:
- Feeding: Heal all Beasts for 20% maxHealth
- Trigger: When targeted Hero dies
- Survival Instinct: Damage Dealt Increased by 250%, Damage Taken Reduced by 250%, Health Increase of 250%, Threat Increase of 3
- Trigger: Upon reaching 25% maxHealth, these increases are applied, however, after every other Hero kill, stats are decreased by .5x (except for TI, which decreases by 1) until stats return to normal
- Common:
- Survivor: Damage Dealt Increased by 250%
- Trigger: While Below 50% maxHealth
- Clan Loyalty: Health Increase of 200%
- Trigger: When there are 2+ Tribal Monsters in Room
- Warrior: Damage Dealt Increased by 150% and Health Increase of 150%
- Uncommon:
- Bound by Blood: Damage Dealt Increased by 125%, Damage Taken Reduced by 125%, Health Increase of 125%
- Trigger: Whenever a Tribal Monster within the same Room dies, gain one of the stat buffs randomly, and for every consecutive draw of the same stat buff, increase it by %25x (lasts until end of Work Day)
- Shaman Training: Damage Taken Labeled "Magic" Reduced by 400%, Heal all Monsters in Room for 1% maxHealth (for every time unit that passes)
- Rare:
- Chieftain: Damage Dealt Increased by 125% for all Monsters in Room, Increase Infamy Gain by 150% for all Monsters in Room
- Size Isn't Everything: -1 Size (Minimum of 1).
- Common:
- Blood Magic: Damage Dealt Increased by 125%, Damage Taken Reduced by 125%, Health Increase of 125%
- Trigger: Whenever this Demon takes Damage, there is a 25% to gain one of the stat buffs randomly, and for every consecutive draw of the same stat buff, increase it by 25% (lasts until end of Work Day)
- Unholy Veil: Damage Taken Labeled "Magic" Reduced by 500%
- Uncommon:
- Lifesteal: Heal for 10% of Damage Dealt
- Corrupted Blood: Heroes that damage this Monster have their Damage Stat reduced by %20(doesn't stack, lasts until they die)
- Rare:
- Disintegration: -2 Armor to Heroes attacked by this monster (doesn't stack, lasts until they die)
- Blood Drive: Heal all Monsters in Room by 1% (stacks)
- Trigger: Whenever ANY unit receives Damage
- Demonic Taint: Deal 2% maxHealth to all Heroes in Room every Time Unit
- Common:
- Hoarder: Gold cannot be Stolen in this Room
- Whelp: Damage (Stat) and Health (Stat) is decreased by 33%, Monster's Pay is also decreased by 50%
- Mind on money: All Gold dropped (by Heroes in this room) increases by 25%
- Trigger: When Gold Stored in Room is below 33%
- Uncommon:
- Intimidating Presence: Kills Generate 150% more Infamy
- Solitary: Damage Dealt Increased, Damage Taken Reduced, and Health Increase by 300%
- Trigger: When only Monster in Room
- Invester: Gold Stored in Room increases stats (depending on Max Gold able to be stored: 10% Capacity = 1% Increase to all stats... 100% Capacity = 10% Increase to all stats)
- Rare:
- Tough Scales: Damage Taken Reduced by 400%
- Trigger: Always Active, applies to all Damage besides that from legendary heroes, while Legendary heroes ignore this buff and deal 1.25 Damage
- Gilded: Gold stored in room increases Defense stat and Infamy gain (Depending on max gold able to be stored: 25% Capacity = .5 Defense & 25% Increase in Infamy Gain, 25% Capacity = +0.5 Defense & 25% Increase in Infamy Gain, 50% Capacity = +1.0 Defense & 50% Increase in Infamy Gain, 75% Capacity = +1.5 Defense & 75% Increase in Infamy Gain, 100% Capacity = +2.0 Defense & 100% Increase in Infamy Gain)
- Common:
- Spooky: Threat Increase of 2
- Reeking Corpse: Damage Dealt Increased by 125%, Infamy Gain of 200%, Monsters in Room generate 200% Stress
- Uncommon:
- Time to Die: Room-Wide explosion dealing 20% of this units maxHealth to all Heroes
- Trigger: On Monster's Death
- Deathbringer: Gains a Random stat buff to either Damage, Defense, or Health by .05% (Last until end of Work Day)
- Trigger: On ANY Hero Damage in Room
- Rare:
- Death Curse: Summon a Dreg
- Trigger: Upon Targeted Hero Death, lasts 10 Time Units
- Affliction: Damage Over Time to Heroes dealing 2% maxHealth per Time Unit (stacks)
- Trigger: Applies to Heroes on Damage
- Decompose: Heals every Monster in Dungeon for 2.5% maxHealth
- Trigger: Whenever any Unit Dies
Stretch Goal Archetypes
- Magic absorbent: Takes 25% less damage from magic attacks.
- Retaliation: Damages an enemy for 2% whenever that enemy attacks this monster.
Personality Traits Spreadsheet
- Increases Threat +1
- Damage Taken 90%
- Decreased cost for stat level-ups by 25%
- Damage Dealt 90%
- Negative Morale/Stress Occurs 33%
- All Stats 110%
- -1 Nerve Breakdown
- If Room has Racial-Only Bonuses, this Monster gets them as well at 50%
- Damage Dealt 115%
- All other Monsters in Room receives 25% of Damage Dealt with a 15% chance of it triggering
Gain or Lose Efficiency dependent on the total aggregate threat level in the room.
- 7+: +50
- 6: +25
- 5: +10
- 4: No change
- 3: -10
- 2: -25
- 1: -50
This Monster:
- +1 Additional Nerve Breakdown
- +1 Threat
10 Morale allocated either Postivie or Negative depending on if there are Smaller (Size) Monsters than this Monster in the same room:
- +10 Morale if Smaller Monsters are present
- -10 Morale is no Smaller Monsters are present
At the end of a Work Week, if a Monster is present in the Room with a Size of 2+ Smaller then this Monster, that Smaller Monster is permanantly killed and the Tyrant Monster gains 10% Max Health
Tyrant Monster Gains
- Generate Morale at 33%
- Generate Stress at 133%
- 1 Additional Nerve Breakdown
- Damage Dealt 200%
- 1 Less Nerve Breakdown
- -1 Threat
Upon defeating any hero:
- Generate Morale at 110%
- Other Prideful Monsters in Room Generate Morale 25%
- Other Non-Prideful Monsters in Room Generate Morale 75%
- Morale Gains (Positive or Negative) at 75%
- Stress Gains (Positive or Negative) at 75%
- When Paired with a Slacker, Negative Morale Gains at 200%
- Experience Gains at 75%
- Damage Dealt 75%
- When Paired with a Workaholic, Positive Morale Gains at 200%
- All Monsters in Room (except Gross Monsters) gain Morale at 200%
- Heroes Killed by a Hygienic Monster generate Infamy at 50%
- All Monsters in Room (except Gross Monsters) gain Morale at 50%
- Heroes Killed by a Gross Monsters generate Infamy at 200%
- When paired in the Same Room as a Hygienic Monster, Gross Monsters can ONLY LOSE Morale
This Monster:
- When in a room with a Monster of This Monster's preferred Gender:
- Morale Gains (Positive or Negative) at 150%
- Stress Gains (Positive or Negative) at 50%
- When not in a room with a Monster of This Monster's preferred Gender:
- Morale Gains (Positive or Negative) at 75%
- Stress Gains (Positive or Negative) at 125%
Other Monsters (of This Monster's preferred Gender) in the same Room
- Morale Loss and Stress Gains at 150%
- This Monster in unaffected by any other Monster's Personality/Work Ethic Traits
Work Ethic Spreadsheet
- Increases damage done by 15%, however morale of all other monsters in room decreases 15% faster
- Increases rate of stress gain of other monsters in room
- Damage done by +10%, morale loss slowed
- All monsters in room(self included) damage increases by 10% (does not stack with other leaders)
- Any hero this monster defeats drops -15% less gold, any items they drop are equipped immediately
- Decreased cost for stat level ups by 25%
- Every other monster in the room loses morale/stress -10% slower
- All other monsters in this room gain +10% XP
- If this monster is in a room with another monster that is higher level, gain +10% XP/Atk
- Removes any stat debuffs from self that are caused by other monsters/room
- Reduces cost of promotion for all monsters in this room by 10%