The Tyrant’s Keyways maze

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This is a randomly generated repeatable dungeon maze zone. It is a huge piece of content with multiple systems so this is a long post. All of this is implemented and being tested already.

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Keystone items are consumed to start a run and come in level tier ranks from Tier 2 to Tier 10, corresponding with the level tiers in the rest of the game.

Within those level ranks there are 4 rarity ranks which affect the number of affixes on the keystone, and grant buffs and debuffs in The Tyrant’s Keyways maze:

  • Vendor (Unidentified, you don’t know what you are buying, but can play it whenever you want)
  • Common (1 boon, 2 bane affixes)
  • Uncommon (2 boon, 4 bane affixes)
  • Rare (3 boon, 6 bane affixes)

There are currently 24 affixes in game that roll on the keystones as Boons (buffs/positive for player) and Banes (negative to player, positive to NPC).

Some of the affixes:

  • Increased Named mobs
  • Increased Energy Points
  • Increased All damage done to enemies in the maze
  • Enemies have a chance to poison on hit
  • Enemies have Phoenix Ward (1 free revive on death)
  • Enemies heal from X damage type done to them
  • and many more

There are also General affixes that are not boons/banes:

  • Density (amount of mobs)
  • Tile set
  • Traps
  • Enemy types

Density:

  • High (This is very crowded and difficult)
  • Normal (Some areas crowded, some sparse)
  • Low (Easier run but less loot and exp etc)

Currently 3 tile set types in game (more being added):

  • Stonewall (castle walls)
  • Caves (caverns and tunnels)
  • Hedge Maze

Each tile set provides an additional layer of variation on top of the layout being randomly generated each time. The width of hallways and size of rooms varies between them, so it is more than just looks, it changes the tactical layout.

Traps:

  • None
  • Fire
  • Frost
  • Arcane
  • Spikes

Enemy types:

  • Specific enemy type (Undead, humans, orcs, beasts, etc) that correspond to the Slayer ranks and Guild Ring flat damage % bonuses
  • Pre-set pairings
  • Class Warfare which spawns the entire zone with one Archetype. You might want to reroll the all Healers keystone.
  • Random (chooses one enemy type but you do not know which it will be)
  • Random Mix (Randomly mixes ALL enemy types)

The keystones drop from the Magick Find loot table, named mobs throughout the game, treasure chests in the maze, and all mobs in the maze. Named mobs in The Tyrant’s Keyways itself have a 2nd roll on dropping a keystone, so the maze is actually the best place to acquire more keystones.

Currently there are 15 named mobs, many of which have special mechanics that mirror the Legendary items they drop. There is usually 1-2 named spawns in every run, sometimes more, and the named affix on keys can have up to 4-6 named. Some of these are of a higher difficulty than a normal named in the overworld zones.

Added so far 5 DOZEN Legendary items, each with their own matching level to the maze tier, so most of the 60+ legendaries have 10 ranks (but you will never see a rank 1 since the maze starts at Tier2/level 6). Many of the legendaries work together in various ways.

Transmutation recipes have been added for all keystone tiers. Combine 3 keystones of the same tier/rarity to reroll the keystone with a critical crafting increasing the tier or creating an extra keystone.

The portal to the maze zone is available without unlocking it so that starting at level 6 (if you are brave) you can head to the dungeon whenever you’d like. This is another activity to do if you are finished with the quests in a progression zone but still need some levels, or simply need a change of scenery.



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