After Every Dungeon. you get set in the hub. In the hub there is an npc that brings you to the world Map.
on The world map you can choose a stage.
Could be a normal Stage or a Story Stage where you only encounter the story, maybe not even free movement there.
(Will be marked as story and can be skipped, Maybe just some text to read like a book depending how much ressources we want to put into the story.)
In a normal Dungeon you can leave by dieing, finishing the stage or leave it in the esc menu.
Monster Kills in a Stage needs to be tracked. Exiting a Stage, independed what made you exit it, gives loot for killed monster. A finished stage gives a stage specific bonus.
Gear:
- Weapon and Armor Crafting
- Weapon and Armor enhancing (+0-+10)
- Armor Set Bonuses
- Accessory dropps from bosses with randomized stats inside of a specific range (z.B. a ring that can roll between 10 and 20 Atk)
- Stat max rolls of Accessorys should be displayed in a different color to showcase that its a max roll.
- Legendary Modifiers on Accessorys in Post game (Depending on what modify it could be some baseline stuff like +MoveSPd or something that modifies a skill)
- Consumabels (Hp Pots, Mp Pots, short duration buffs)
=> Consumable Loadout needs to be set up before entering a dungeon.
=> Amount of Consumables you can bring will be lower then the amount you can overall have.
Chapter Specific Unlock
- Every Story Chapter has 1 side boss that unlocks something new.
- Chapter 1 in addition unlocks the Blacksmith after 1-2