Decadungeon Quick Reference
Decadungeon Quick Reference
By Philjup
Story
Ages ago, a benevolent king ruled from a magnificent tower. A beloved figure across
the land, he served as a unifying voice for a world in conflict. People from all over
would make pilgrimages to his tower, offering gifts to the king. However, this peace
could not last forever; when a necromancer handed the king a corrupted crown, the
once-kind ruler was driven to madness, driving the whole continent into an age of
chaos. His kingdom fell to shambles, with its people deserting the tower, finding
new homes, and vowing to never return.
Over centuries of abandonment, the tower has transformed into a shadowy den of
monsters. Beasts spawned by the king's dark crown now prowl the tower's forsaken
halls, preying on those foolish enough to enter. With the tower's name- and its grim
story- lost to time, the people of the land know it by one name only... the
Decadungeon.
However, not everyone has forgotten about the fallen king. Terra, his descendant,
has made it her quest to retrieve and destroy her ancestor's crown. Accompanied
by her loyal knight Brick, the sorceress Iris, and the swashbuckler Leon, she intends
to restore her family name and discover what's hiding at the top of the
Decadungeon.
Character Stats
- Dexterity: Increases turn speed, critical chance (1% every 2 points), and
dodge rate (1% every 4 points).
There are nine available classes. See the Growths and Leveling Up section to read
how each class’s stats increase with level.
Knight
Knights are sturdy tanks. Their Protect skill allows them to soak
hits for their allies. Their passive, Plate Armor, increases their
physical defense with level.
Mage
Mages use black magic to deal damage. Their variety of
elemental spells allows them to target enemy weaknesses.
Cleric
Clerics are reliable healers. They have the widest pool of
supportive magic and also make for decent frontline combatants.
Rogue
Rogues are the fastest class in the game. They can apply
debuffs, reveal enemy weaknesses, and land stronger critical
hits.
Monk
Monks are brawlers with high Health. They can’t equip weapons,
but their attack power scales with level. They also use a
unique resource for abilities, Chi, instead of the standard
Mana pool.
Mimic
Mimics are a jack-of-all-trades magic class. They can use Mime
on most enemies to learn a new spell, ranging from group-wide
heals to potent offensive spells.
Lich
Liches are tanks that combine might and magic. They gain power
by losing HP and learn some unique black magic.
Enchanter
Enchanters are duelists with high Strength and Dexterity. Their
Enchant skill allows them to empower their weapon (or an ally’s
weapon), granting it increased power, healing, and more.
Druid
Druids are a support class that can summon allies on the battlefield.
Summons soak hits for the Druid and have a variety of spells, from
healing, to buffing, to dealing damage. They also learn some
supportive white magic.
Growths and Leveling Up
When heroes level up, each of their stats has a percentage chance to increase (see
the Growths Table below). There is then another roll with half the chance to
increase the stat by an additional point (+2 total). For example, if a character has
an 80% Strength growth, there are two rolls for an increase when leveling up; one
at 80%, and another at 40%. Health operates differently when leveling up. It can
increase by up to 4 on its own, and also scales faster depending on the hero’s level
and class.
The table below shows personal growths for each character as well as class
growths. These two growths are combined to give the overall growth rate for each
character. Note that growths cannot go below 10% (even if calculated otherwise in
the table below).
Growths table (with exceptionally high or low class growths for each stat indicated
by a green or red highlight, respectively)
HP STR MAG DEX FTH Total
In Decadungeon, each hero, enemy, and boss acts on an individual timer. When
that timer reaches zero, the unit acts. Increasing Dexterity increases the rate at
which this timer goes down, leading to more turns during combat. At the start of a
battle, this timer is filled a certain amount (which is partially random and partially
based on the unit’s Dexterity).
You can swap heroes between the front and back rows in the Status menu. Heroes
in the back row are less likely to be targeted, but only deal ½ damage with melee
weapons (like swords, staves, and mallets). Bows instead deal full damage from the
back row, and ½ damage in the front row. Spells deal full damage from any row,
even if the caster’s weapon does not deal maximum damage from that row.
In Scenario A, all heroes are in the frontline and have an equal chance of being
targeted. In Scenario B, two heroes are in the backline and have a lower chance
of being targeted compared to frontline heroes. Scenario C shows that dead
heroes are not involved in the calculation. In Scenario D, a Knight is using their
Protect skill. Enemies will first target heroes using Protect before checking for
other heroes. Note that enemy attacks that target the entire party will still
damage the entire party.
Equipment
Each character can equip one weapon and one badge, viewable in the Bag menu.
Monks cannot equip weapons.
The party can also find Rings that permanently teach a spell to any character.
Monks and Mimics cannot use Rings, nor can characters that already know that
spell (but Rings can be used to learn a spell early).
The farther you progress in the Decadungeon, the rarer the items that appear in
treasure rooms. A full item list can be found in the Appendix.
Characters learn new skills at predetermined levels. The entire list of learned spells
can be found in the Appendix.
Black Magic: Used primarily by Mages and Liches, these spells scale with Magic.
White Magic: Used primarily by Clerics and Druids, these spells scale with
Faith.
Green Magic: Learned by Mimics by using Mime on enemies. The stat these
spells scale with depends on the spell. Some even scale with Strength.
Summon Magic: Used by Druids to create Summons. The health and power of
Summons scale with the Druid's Magic stat.
Appendix
Loot Table
Item Type Rarity Description
Wooden Staff Weapon Starting Staff with 0 power. Grants 4 bonus MP.
Sapphire Staff Weapon Common Staff with 2 power. Grants 8 bonus MP.
Firetu Mage [12] Black Improved Fire spell. Deal fire damage
to all enemies.
Icetu Mage [15] Black Improved Ice spell. Deal ice damage
Lich [13] and reduce the target’s defenses.
Chi Heal Monk [1] Technique Restore HP and remove debuffs from
the Monk.
Spirit Wave Monk [3] Technique Deal damage to all enemies scaling
with the Monk’s Faith stat.
Phase Shift Monk [12] Technique Briefly increase turn speed. Attacks
during Phase Shift do not generate
Chi.
Holy Blade Enchanter [5] Enchantment Enchant a weapon with holy, granting
a heal effect.
Flare All Enchanter [15] Enchantment Applies the Flare Blade Enchantment
to the entire party.
Plate Armor Knight [1] Passive Physical defense scales with level.
Zombie Ray Mimic [?] Green Deal shadow damage to one enemy.
Restores HP based on damage dealt.
Soul Breath Mimic [?] Green Deal fire damage to all enemies.
Chance to reduce attack power.
?: learned by using the Mime command on enemies.