《The Mad Rat's Lab》 Prologue A human walks through a dark forest at night. There is almost no light, the moon hidden by thick dark clouds. But there is no foliage that stops the little light that filters through the clouds because the trees are a husk of what they once were. They have no leaves remaining. The dry branches are twisted and covered in a dark slimy and slightly shining substance. Their branches break with the simplest of touches from the human. On the ground, the little grass crumbles to dust as the human steps on it. A thick fog covers the ground. It only reaches twenty centimeters from the ground but it seems to stick to everything it touches. *Clink! Clink!* The humans armor is the only sound in the forest. Clad from head to toe with armor, a sword on one hand and a shield on the other, the human looks imposing. A faint holy aura surrounds its figure. This isnt a normal human, it is a paladin, a high ranking profession specialized in dealing with wicked and evil creatures. The paladin sees a bat on one tree branch, and tries to cast a spell to kill it. But the bat notices first and flies away while screeching loudly. As if in response to its cries, the ground trembles a little and hands start rising from it. Slowly, the hands push and raise the rest of their bodies from the ground. Decrepit, putrid and extremely disgusting corpses of different humanoids surround the paladin. They are Zombies, undead creatures created when animating corpses with black magic. The paladin raises its sword and readies the shield while murmuring: This is starting to get annoying How many stupid zombies does this dungeon have!? Zombies start attacking the paladin from all sides, who, with a single swing of his sword, immediately decapitates the closest two. After less than a minute only the paladin is left standing, surrounded by a bunch of corpses with multiple parts cut and strewn on the floor. The paladin sighs and continues moving forward.
| Dungeon Battle Finished! | ||
| Eternals | vs | Iron Shield |
| Corrupted Forest | Hall of Fire | |
| Dreadlight | LordChicken | |
| Winner: Eternals! | ||
| Faction Selection |
| The first step in creating a dungeon is choosing a faction. Each faction has its own unit roster that no other faction can use, and a theme that represents them. They also have good and bad aspects that you can see in the faction screen. |
| Each faction uses a special resource. It is unique to each faction and complements the factions gameplay. A special resource is the most important resource needed to develop the dungeon for that faction. |
| This is an RPG game, and the Champion you will be playing as is going to be one of the factions units. We recommend choosing the faction by the units and theme and not by its advantages and disadvantages, but the decision is up to you. |
| Once selected, the faction cannot be changed. If you want to change to another faction you will need to create a new dungeon. Choose wisely! |
| Iron Shield | |
| Composed mostly by human units, the Iron Shield is a very balanced faction, with units that range from weak to strong and with a wide variety of abilities. Humans are versatile but dont have innate skills like a lot of other units have. | |
| Uses civilians as the special resource. Civilians are needed for almost everything, they are the working force of the faction. Civilians can be automatically obtained over time as long as you have enough food to feed them and they have a place to live. | |
| Pros | Cons |
| No specific exploitable weaknesses Balanced range of units Its easy to obtain civilians | Doesnt excel at anything No innate skills Training civilians is expensive |
| Flesh Monstrosities | |
| Successful and failed experiments are one and the same for the Flesh Monstrosities. Composed of a living amalgamation of one creature and parts of one or more other creatures, the Flesh Monstrosities inherit the characteristics of all of its donors. | |
| Uses bodies as the special resource. Bodies are needed to create new units and research new unit types. They can only be obtained by capturing other factions'' units alive. In invasions to other players'' dungeons, the number of bodies you can bring back is very limited. | |
| Pros | Cons |
| High versatility and personalization Can create units using other factions units Obtain bodies innate traits and stats | Can only have living units Non-basic units are very expensive Bodies are hard to obtain |
| Warning! | |
| The Flesh Monstrosities is a highly difficult faction to play and is not recommended for new players! Are you sure you want to pick this faction? | |
| Yes | No |
| Faction selected: Flesh Monstrosities |
| "Little did I know at that time that I would regret ignoring the warning. More than one time." |
| Champion Creation |
| You now need to create your Champion. When inside the game, this is the unit you will be playing as. Champions are very powerful units and are mostly used as the principal force to invade other players dungeons, though they can also be used to defend from others invasions. In the Dungeon Battles, the Champions are the cornerstone of each players strategy. |
| For health and comfort reasons, only humanoid units can be turned into Champions. *Warning! Werebeasts are permitted for Champion selection but we warn players to avoid extended use of their beast forms, or to avoid using them altogether. |
| A Champion costs more or less depending on the unit it is based on. You can later improve your Champion and make them more powerful, but keep in mind that, except in very specific cases, a Champion cant obtain new innate skills after creation. |
| You currently have 1000 cp (creation points) for creating the dungeon. The Champions costs will be reduced from those points. We recommend that you spend between 100 and 200 cp in your Champion. |
| It will be possible to create new Champions later on, so dont worry if the Champion you want is too expensive to create right now. |
| Important Note |
| For balance purposes and to help players with their first Champion creation, we have disabled all advanced humanoid units for the Flesh Monstrosities. |
| To compensate, once you unlock those units, you will be able to use your current Champion as the base, effectively upgrading it in a way the other factions cant do. |
| Stitched | |||||
| HP | 60 | STA | 5 | SOU | 3 |
| EP | 50 | MP | 30 | ||
| STR | 5 | CON | 7 | AGI | 2 |
| SPI | 4 | WIL | 4 | DEX | 1 |
| SPD | 3 | ||||
| Cost: 20 cp | |||||
| Hybrid | |||||
| HP | ? | STA | ? | SOU | ? |
| EP | ? | MP | ? | ||
| STR | ? | CON | ? | AGI | ? |
| SPI | ? | WIL | ? | DEX | ? |
| SPD | ? | ||||
| Unit 1: ? | Unit 2: ? | ||||
| Cost: ? cp | |||||
| Farmer | |||||
| HP | 50 | STA | 5 | SOU | 5 |
| EP | 50 | MP | 50 | ||
| STR | 5 | CON | 5 | AGI | 5 |
| SPI | 5 | WIL | 5 | DEX | 5 |
| SPD | 5 | ||||
| Cost: 20 cp | |||||
| Mana Attuned (Innate passive skill) |
| Reduces MP costs by 10% and increases the damage of skills that use MP by 10% |
| Hybrid | |||||
| HP | 100 | STA | 7 | SOU | 9 |
| EP | 80 | MP | 120 | ||
| STR | 8 | CON | 8 | AGI | 9 |
| SPI | 12 | WIL | 10 | DEX | 10 |
| SPD | 6 | ||||
| Unit 1: High Elf If you find this story on Amazon, be aware that it has been stolen. Please report the infringement. | Unit 2: ? | ||||
| Innate Skills: Mana Attuned | |||||
| Cost: 100 cp | |||||
| Wererat | |||||
| HP | 120 | STA | 8 | SOU | 8 |
| EP | 100 | MP | 100 | ||
| STR | 9 | CON | 9 | AGI | 10 |
| SPI | 10 | WIL | 9 | DEX | 10 |
| SPD | 7 | ||||
| Innate Skills: Rat Transformation | |||||
| Cost: 120 cp | |||||
| Hybrid | |||||
| HP | 220 | STA | 15 | SOU | 17 |
| EP | 180 | MP | 220 | ||
| STR | 17 | CON | 17 | AGI | 19 |
| SPI | 22 | WIL | 19 | DEX | 20 |
| SPD | 7 | ||||
| Unit 1: High Elf | Unit 2: Wererat | ||||
| Innate Skills: Mana Attuned, Rat Transformation | |||||
| Cost: 220 cp | |||||
| Champion Design |
| You can customize the aspect of your Champion here. |
| After the Champion is created, only a few minor changes will be allowed, like hairstyle changes. Dont create a messed up Champion! |
| Note: later, normal units will be able to be customized too, but the options will be severely limited. If you plan to coordinate how your Champion and units will look, think about it now. |
| Customization: Hybrid |
| You have selected a Hybrid unit as your Champion. As a Hybrid, you can choose which of the two units model you want to use for each body part. |
| The parts are [Body], [Head], [Arm] x2 and [Leg] x2. |
| Between the parts that are from different units, you must choose a type of union. This way, it will clearly show that the two parts are not from the same creature. You can also do so for parts that are from the same unit, if you wish to do so. |
| Champion Name: Mad Rat |
| How to reach the top rankings with your dungeon, you ask? Well, of course the dungeon has to be good, and a little bit of luck is helpful. But the most important thing is that it has something that attracts the players. For example, some of the top ranking dungeons are simply there because by conquering them you obtain a lot of resources. There are also ones that are incredibly beautiful and detailed, which make you feel like you are in a real fantasy world. But in my opinion, the most important thing is originality: to have something that the players havent seen before. - Excerpt of an interview to a high ranking DMA player. |
| Dungeon Creation |
| You are now in your dungeon. It isnt empty because the most basic elements have already been created for free. Create, change and edit everything you want and build the dungeon to your liking. Dont forget to add the dungeon creatures that will defend it from invaders! |
| Spend the rest of the 1000 cp you had to create the dungeon now. Any remaining amount will be lost once you confirm the dungeon creation. |
| After you confirm the dungeon layout, your dungeon will be open to the public and other players will be able to invade it. |
| Welcome back! Do you wish to continue with the dungeon creation? | |
| Yes | No |
| Buildings | |
| Operating table | 0/1 |
| Reanimation machine | 0/1 |
| Stasis capsule | 0/10 |
| Corpse warehouse | 30/30 |
| Templates |
| To speed up dungeon management, you can create unit templates. When a unit is assigned to a template, the unit will automatically receive the same setup as the template. |
| If you change a template, all units assigned to it will change too. Keep in mind you need to pay the cost of the change for every unit. |
| When creating units. You can select a template and they will be automatically assigned to the template after creation. |
| You can also create subtemplates. They will inherit the setup of the template but can have some differences. This is very useful for having identical units with different levels, skills, or equipment. |
| Stitched | |||||
| HP | 60 | STA | 5 | SOU | 3 |
| EP | 50 | MP | 30 | ||
| STR | 5 | CON | 7 | AGI | 2 |
| SPI | 4 | WIL | 4 | DEX | 1 |
| SPD | 3 | INT | 1 | COM | 0 |
| Mental stats | |
| These stats are special and exclusive to non-Champion units. They indicate how complex the behavior of the unit can be. | |
| INT (Intelligence) | How intelligent the unit is. The basic AI tends to be more complex the higher this stat is. Furthermore, for each point, the player can add or remove an extra connection in the AI of the unit. |
| COM (Communicate / Command) | How good the unit is at communicating and commanding other units. For each point, it can give commands or communicate with an extra type of unit. At least one point is needed for the unit to be able to communicate or command the others. |
| Skills |
| Each unit starts with one skill slot and gains another skill slot per level. The only exceptions are Champions and Bosses, which start with three. |
| There are three types of skills: active, passive, and triggered. Active skills can be used when the unit wants, passive skills are always activated, and triggered skills can be very powerful but need a condition to be activated. |
| A unit must first allocate the skill points so that it has at least one skill of each type. Then, it can use the rest of the skill points to obtain new skills or to upgrade the current skills. The skills upgrades are specific to each skill. |
| Commander (Passive skill) |
| Increases the units Command stat by 1. |
| Too Gross to Look At (Passive skill) |
| Other units that can see this unit have a 20% penalty to hitting targets. This skill doesnt stack and doesnt work on allied units. |
| You must start every Dungeon Battle by picking the Champion you are going to use. Look at the enemy faction, then pick the Champion that can better abuse their weakness. Then, plan the units you are going to use to defend your dungeon in the opposite way. Expect the enemy to choose the worst kind of Champion for you, then design a strategy to stop that. Finally, complement the squad you are going to use to accompany your Champion by expecting the enemy to do the same. Pick the units that can help your Champion to overcome the strategy that the enemy has planned to stop your Champion. Dungeon Battles arent won with strength but with strategy. - Excerpt from A journey to the top, a guide to help players reach the top ranking in DMA. |
| Unit Capture |
| To capture an enemy unit, you need to fulfill two conditions. Once fulfilled, simply use the Capture ability exclusive to the Flesh Monstrosities. All units of the faction can use this ability. Bosses and Champions cannot be captured. |
| Condition 1: The unit must have less than 5% HP or less than 10 HP. |
| Condition 2: The unit must be stunned, asleep, charmed, or have some other status that prevents them from resisting. |
| Shared Voltage (Triggered skill) |
| If a skill would deal enough lightning damage to kill another unit, you leave it at 1 HP instead and the target is stunned for 5 seconds. The prevented damage is then dealt to the closest enemy within 5 meters, if there is one. This damage can also trigger this skill. |
| Lightning Bolt (Active skill) |
| Cost: 60 MP |
| Deal (5 + SPI) lightning damage to a single enemy. |
| Chain Lightning (Active skill) |
| Cost: 200 MP |
| Deal (10 + SPI) lightning damage to an enemy. Then, the lightning jumps to the closest enemy within 5 meters and deals 10% less damage. The lightning continues to jump up to a total of 10 times. This skill cant damage a unit more than once. |
| Maniac (Passive skill) |
| Skills that need MP to be casted deal 30% more damage and the chance to inflict status effects is doubled. When using those skills, 10% of the MP amount used is also reduced from the current HP. This skill can kill you. |
| Mad Rat - Skills | ||
| Active | Triggered | Passive |
| Rat Transformation (Innate) Chain Lightning If you encounter this story on Amazon, note that it''s taken without permission from the author. Report it. | Shared Voltage | Mana Attuned (Innate) Maniac |
| Building List | |
| Corpse warehouse | Stasis capsule |
| Operation table | Reanimation machine |
| Farm | Mine |
| Experimentation set | Horrific generator |
| Mutation vat | |
| Horrific generator |
| Cost: 500 cp, 50 metal |
| Must be connected to a Corpse warehouse. It generates electricity equal to the current amount of corpses in the Corpse warehouse. |
| Mutation vat |
| Cost: 3,000 cp, 200 metal, 200 food |
| Use cost: 100 food, 30 electricity |
| You can put a humanoid or smaller unit inside for 24h and activate the device. Once it finishes, there is a 90% chance that the unit is destroyed and a 10% chance that the unit gains a random Innate skill. If successful, the units cp value will be increased by 50 cp. |
| Rooms |
| You can create rooms to help manage your dungeon. You only need to select the zones you want to add to the room and give it a name. |
| Its possible to assign units or templates to a room. The units wont wander outside of the room unless you change the units behavior to do so. |
| Invading players will see the name of the room they are currently in. |
| Dungeon name: The Mad Rats Lab |
| About two months later, a soon-to-be famous guide for DMA players appeared in the forums. It had most of the needed info and tips to dive into a certain dungeon. It was called How to Stay Sane in The Mad Rats Lab. Unluckily, it was already too late for the authors own sanity. |
| Intelligent (Passive skill) |
| Increases the units Intelligence stat by 1. |
| Dungeon Invasion |
| In a dungeon invasion, you invade another players dungeon. Each player enters a different instance of the dungeon, so you will not find any other players. |
| During an invasion, your Champion receives a special buff that increases all stats except speed by 100%. This is the true power of a Champion! |
| Keep in mind that it is possible for the dungeons owner to enter your dungeon instance with a Champion and try to defeat you. |
| Mad Rat (Lv 1) | |||||
| HP | 440/440 | STA | 30/30 | SOU | 34/34 |
| EP | 360/360 | MP | 440/440 | ||
| STR | 34 | CON | 34 | AGI | 38 |
| SPI | 44 | WIL | 38 | DEX | 40 |
| SPD | 7 | ||||
| Farmer (Lv 1) | |||||
| HP | 50/50 | STA | 5/5 | SOU | 5/5 |
| EP | 50/50 | MP | 50/50 | ||
| STR | 5 | CON | 5 | AGI | 5 |
| SPI | 5 | WIL | 5 | DEX | 5 |
| SPD | 5 | INT | 5 | COM | 0 |
| Dungeon Invasion Successful! | ||
| Rewards Obtained | ||
| CP | XP | Resources |
| Dungeon completion (100 cp) Enemies killed (18 cp) | Dungeon core destroyed (10 xp) No deaths in team (10 xp) | 20 food 3 corpses |
| Current cp: 118 cp | XP to next player level: 20/100 | |
| Leave the AI of the units as it comes by default. That is, if you dont know how to modify it properly. Otherwise, you will end with very stupid units that dont do what you expected them to do, nor are capable of doing the things they could do before. - First point from 10 things to do to improve your dungeon. |
| ... The Abyss faction uses a special resource called Despair. It is a resource obtained when a unit is killed when it reaches 0 SOU, signifying that its mind and soul have been shattered. Some units have a few innate skills to help achieve it, and they also use lots of skills that can drain or exhaust the enemys MP and SOU faster. When fighting against the Abyss faction, you should worry more about your MP and SOU than your HP. They are the perfect faction against brutes and - The continuation of Ricards knowledge drilling after classes finished. The bomb exploded, and nobody was ready for the consequences. |
| Cold Blast (Active skill) |
| Cost: 20 MP |
| Deal (2 + 0,5 * SPI) ice damage to a single enemy. There is a 10% chance that the enemy is encased by ice, making it unable to move for 3 seconds. |
| Mad Rat (Lv 2) | |||||
| HP | 242 (220) | STA | 16 (15) | SOU | 18 (17) |
| EP | 198 (180) | MP | 242 (220) | ||
| STR | 18 (17) | CON | 18 (17) | AGI | 20 (19) |
| SPI | 24 (22) | WIL | 20 (19) | DEX | 22 (20) |
| SPD | 7 | ||||
| Mad Rat - Skills | ||
| Active | Triggered | Passive |
| Rat Transformation (Innate) Chain Lightning Cold Blast | Shared Voltage | Mana Attuned (Innate) Maniac |
| Mad Rat (Lv 2) | |||||
| HP | 63/484 | STA | 21/32 | SOU | 11/36 |
| EP | 46/396 | MP | 3/484 | ||
| Mad Rat (Lv 2) | |||||
| HP | 130/484 | STA | 15/32 | SOU | 3/36 |
| EP | 396/396 | MP | 484/484 | ||
| Dungeon Invasion Successful! | ||
| Rewards Obtained | ||
| CP | XP | Resources |
| Dungeon completion (100 cp) Enemies killed (62 cp) | Dungeon core destroyed (10 xp) More than 90% enemies killed (20 xp) | 3 food 4 metal 15 corpses 3 Scout (capt.) 1 High Elf (capt.) 1 Butterfly (capt.) 1 Chameleon (capt.) 2 Giant Ant (capt.) |
| Current cp: 170 cp | XP to next player level: 50/100 | |
| Warning! |
| You have obtained more than the 5 bodies you are allowed to bring back. Select which ones are the ones you want to keep before exiting the dungeon. |
| There are three types of units you can create: Mobs, the normal units; Bosses, special and stronger that pose a challenge to invaders; and Critters, non-combat units for decorating or adding dynamism to the dungeon. If you dont know why your dungeon feels so empty, its probably because you dont have enough Critters in it, and not because you need more Mobs, or even worse, more Bosses. Believe me, Critters are very cheap, spending a few points to buy them is worth it. And they liven up your dungeon. - Seventh point from 10 things to do to improve your dungeon. |
| The Its alive! Its alive! video series would later turn into one of the most viewed series in Dungeon Masters Arena history. At the start, most watchers were players who wanted to prepare to invade The Mad Rats Lab. But later on, people were watching them for laughs. |
| Creepy |
| Research cost: 30 cp, 20 food. Research time: 30 min |
| A critter unit. This unit needs two critter bodies to be created. It inherits the aspect, innate skills and stats of one of the bodies, plus the innate skills of all of them. The cp cost and cp value of this unit is the same as the sum of all the units used to create it. |
| Siamese |
| Research cost: 300 cp, 100 food, 200 metal. Research time: 2h |
| This unit needs two humanoid bodies to be created, which are fusioned together into a single body. Each of the two bodies will count as a different unit, and keep the original stats and innate skills. Passive skills are shared by both of the halves. Only one AI will control the Siamese, but each half can act and attack on its own. When leveling the Siamese, both halves are leveled at the same time for the normal cost. The cp cost and cp value of this unit is the same as the sum of the two units used to create it. |
| Corpse cart |
| Research cost: 50 cp, 10 food, 10 metal. Research time: none |
| Increase the amount of corpses you can bring from Dungeon Invasions. From the current maximum of 20 to a maximum of 40 corpses. This tech can be repeatedly researched and the cost will increase each time. |
| Collectionist |
| Research cost: 50 cp, 10 food, 10 metal. Research time: none |
| Increase the amount of bodies you can bring from Dungeon Invasions. From the current maximum of 5 to a maximum of 10 bodies. This tech can be repeatedly researched and the cost will increase each time. |
| Small operation table |
| Research cost: 20 cp, 20 metal. Research time: 5 min |
| Unlocks a smaller version of the normal Operation table. In the Small operation table, you can create units that are smaller than humanoids. |
| Optic Camouflage (Innate passive skill) |
| Change the surface color to imitate the surroundings, making you very difficult to spot. |
| Decaying Touch (Triggered skill) |
| After touching an enemy unit for more than 2 seconds, reduce its current HP by 2 each second. |
| Toxic Spit (Active skill) |
| Cost: 20 EP |
| Deal (2 + 0,5 * STR) poison damage to a single enemy. |
| Braindead Leader (Lv 2) | |||||
| HP | 66 (60) | STA | 5 (5) | SOU | 3 (3) |
| EP | 55 (50) | MP | 33 (30) | ||
| STR | 5 (5) | CON | 7 (7) | AGI | 2 (2) |
| SPI | 4 (4) | WIL | 4 (4) | DEX | 1 (1) |
| SPD | 3 | INT | 1 | COM | 1 |
| Skills | |||||
| Active: Toxic Spit Passive: Commander | |||||
| Falling corpse (Trap) |
| Cost: 10 cp, 1 corpse |
| When an enemy passes under the trap, a corpse falls and deals 30 damage. This damage cannot be reduced. Only triggered once for each dungeon invasion. |
| You MUST take a close look at your HP all the time. Seriously! It is VERY important because of the f*****g butterflies! If your HP starts to decrease and you cant see enemies that are attacking you, you probably have a Death Butterfly attached! Immediately activate some damaging aura, or blast yourself with an AoE skill. Im not joking here! The little bugs are deadly, and one of the worst nightmares in this DAMNED dungeon! You dont want to believe me? Then youll find yourself dead. And its going to be soon. - Extract from the Chapter Important things to look out for from How to Stay Sane in The Mad Rats Lab. |
| Bloodlust (Innate triggered skill) |
| If you have less than 50% HP, increase your attack speed by 20% and the basic attack damage by 30%. |
| You have died! |
| Dungeon Invasion Failed! |
| Rewards Obtained |
| ... |
| This is the story of the first victim of The Mad Rats Lab. Later, some more victims appeared and complained together in the forums. They concluded that the player who designed the dungeon must be a real evil mastermind, trying to drive the other players mad. Their reasoning? Because the dungeon was too difficult and with too many unexpected things. It slowly turned into a situation where the players were delving into The Mad Rats Lab and competing for who would clear the dungeon, or simply to see who fell into less traps and evil machinations. Those who conquered the dungeon and posted the replays were hailed as heroes and revered by the rest of players. This was the beginning of the legend about the Mad Rat and The Mad Rats Lab, and the impossible difficulty of the dungeon. But this is a story for the future. |
| Stoneskin (Innate passive skill) |
| Reduce all damage received by 15%. |
| You have died! |
| Dungeon Invasion Successful! | ||
| Rewards Obtained | ||
| CP | XP | Resources |
| Dungeon failed (30 cp) Enemies killed (1/4 penalty) (21 cp) | More than 50% enemies killed (10 xp) | 6 metal 8 corpses 1 Runesmith (capt.) 1 Tunneler (capt.) 3 Miner (capt.) |
| Current cp: 91 cp | XP to next player level: 73/100 | |
| Why arent there more players that play the Flesh Monstrosities? Isnt the answer evident? They are the ones with the worst starting conditions. You need so much extra work to get the dungeon working properly that no other faction can even compare. And whats worse, you must continue to invest large amounts of time to upgrade the dungeon, way more than any of the other factions. Nobody wants to spend so much time on a faction when they can simply use another faction and be done with all the problems. Theres a reason why there are no top ranked dungeons from the Flesh Monstrosities! - Interview with a player who started with the Flesh Monstrosities and switched to another faction. |
| Dungeon Battle |
| In the dungeon battle, you fight with another player to see who destroys the other dungeon core first. Dying during a dungeon battle is counted as losing, even if the other player hasnt destroyed the dungeon core. |
| In dungeon battles you can only bring a limited amount of units, traps, etc. that is determined by the rules of the match, decided by the players before starting the match. It is called Cp budget. |
| There are three ways to play dungeon battles: Quick Match, Planned Match, and Challenge. |
| Dungeon Battle Start! | ||
| Flesh Monstrosities | vs | Sylvans |
| The Mad Rats Lab | Sylnoried | |
| Disguised Koala | Synndream | |
| Dungeon Battle Lost! | |
| Winner: Sylvans - Sylnoried - Synndream | |
| Rewards Obtained | |
| CP | XP |
| Dungeon Battle completed (100 cp) | Dungeon Battle completed (5 xp) |
| Current cp: 191 cp | XP to next player level: 78/100 |
| Dungeon Battle Start! | ||
| Flesh Monstrosities | vs | Savage Horde |
| The Mad Rats Lab | Grigs Warband | |
| Disguised Koala | Ayseaaitch | |
| Dungeon Battle Lost! | |
| Winner: Savage Horde - Grigs Warband - Ayseaaitch | |
| Rewards Obtained | |
| CP | XP |
| Dungeon Battle completed (100 cp) | Dungeon Battle completed (5 xp) |
| Current cp: 291 cp | XP to next player level: 83/100 |
| Dungeon Battle Start! | ||
| Flesh Monstrosities | vs | Eternals |
| The Mad Rats Lab | Zombie Apocalypse | |
| Disguised Koala | BadBannana | |
| Dungeon Battle Won! | |
| Winner: Flesh Monstrosities - The Mad Rats Lab - Disguised Koala | |
| Rewards Obtained | |
| CP | XP |
| Dungeon Battle completed (100 cp) 500 cp mode won (100 cp) | Dungeon Battle completed (5 xp) 500 cp mode won (10 xp) |
| Current cp: 491 cp | XP to next player level: 98/100 |
| Similar to the Its alive! Its alive! series, the Mad Rats Eccentricities series also got a lot of popularity in the future. The first video, Whac-A-Zombie, went viral and was imitated by thousands of players. The player who owned the Zombie Apocalypse dungeon didnt understand why, suddenly, he got so many players entering the dungeon. The dungeon got into the top 10 most popular dungeons after a single day. Most of the players didnt even care if they died or beated the dungeon because they tried to get the best zombie whacking streak, everything else didnt matter. The dungeon owner thought some conspiracy was going on, until he saw a Whac-A-Zombie video and understood everything. |
| Lab Assistant (Lv 2) | |||||
| HP | 374 (340) | STA | 25 (23) | SOU | 27 (25) |
| EP | 264 (240) | MP | 308 (280) | ||
| STR | 28 (26) | CON | 35 (32) | AGI | 20 (19) |
| SPI | 35 (32) | WIL | 37 (34) | DEX | 41 (38) |
| SPD | 6 | INT | 5 | COM | 3 |
| Skills | |||||
| Passive: Mana Attuned (Innate), Stoneskin (Innate) | |||||
| Fireball (Active skill) |
| Cost: 100 MP |
| Deal (5 + SPI) fire damage in a 5 meter radius area. |
| Frosty Retribution (Triggered skill) |
| When your HP is reduced to 50% or lower, you release an ice nova that travels for 10 meters. It deals (5 + 0,25 * lost HP + 0,5 * SPI) cold damage to every enemy and immobilizes them for 5 seconds. This skill can only be triggered once every 5 minutes. |
| Small stasis capsule |
| Research cost: 20 cp, 10 food, 10 metal. Research time: 10 min |
| Unlocks a smaller version of the normal Stasis capsule. In the Small stasis capsule, you can store bodies of units smaller than humanoid size. |
| When The Mad Rats Lab got famous, players started sharing maps that depicted the dungeons zones. In those maps, there were always zones painted red with skull marks, with labels that said Warning! Here be mushrooms!. They warned players to try to avoid those zones if possible, or at least to avoid fighting there. Not because the mushrooms were too deadly, but because you could never know what mushroom types you would find when going inside. Most players who ignored the warnings never managed to leave those areas alive. |
| Reached player level 2! |
| - New champion creation unlocked - Dungeon Battle Challenges unlocked - Received 2 x Stasis chamber - Received 500 cp |
| If you ever hear a high-pitched maniacal laughter, run away, and dont look back. NEVER! Better yet, if you can leave the dungeon, DO SO! It is probably the Mad Rat coming towards you to test its newest creation. And believe me: YOU. DONT. WANT. THAT! - First thing written in How to Stay Sane in The Mad Rats Lab, even before the guides index. |
| ... And did you know how the attack and defense works in the game? After the damage of each skill is calculated, the game looks at the STR/CON or SPI/WIL of the attacker and defender and calculates the extra damage or damage reduction. They make it work in a very realistic way, in my opinion. For example, in an armwrestling tournament, all of the participants have similar strength. And the difference between winning and losing is done by a very small difference in strength. Even with only 1 point extra, you win and the other loses. On the other hand, even if I participate and try to win in the tournament, it doesnt matter if the armwrestling pro has 10 or 20 times my strength, I will be crushed anyway. In a similar idea, the game increases the damage by 5% if the STR or SPI is higher by 1 point. The extra damage increases to about 22% in a 5 points difference, 40% at 10 points, 60% at 18 points, 80% at 32 points difference. It more or less stops growing around the 80 points difference, and never reaches but gets infinitely closer to the 100% extra damage (double damage). As you can see, the higher the difference, the lower the effect it has on the extra damage dealt. In case the CON or WIL are higher, then the damage is reduced instead of multiplied. The value starts at 3.75% damage reduction for the first point. And 17%, 30%, 45%, 60% and never reaching 75% at the same difference in points as the ones I said for the extra damage. - Some after-class knowledge drilling done by Ricard. |
| Reached player level 3! |
| - Multiplayer unlocked - Champion upgrade research unlocked - Received 2 x Stasis chamber - Received 1.000 cp |
| Freezing Cold (Field effect) |
| Reduces movement speed of all units by 10%. Also increases ice damage by 20% and reduces fire damage by 20%. If a unit stays still for more than 10 seconds, they take 1% of their maximum HP as ice damage per second, until they move again. |
| Exploding corpse (Trap) |
| Cost: 30 cp, 1 corpse |
| When an enemy gets within 2 meters of this trap, the corpse explodes and it deals 20 damage to every unit within 10 meters. This damage cannot be reduced. Only triggered once for each dungeon invasion. |
| Lightning Rod (Trap) |
| Cost: 100 cp, 50 metal. Activation cost: 5 electricity |
| Strikes a random enemy within 10 meters with electricity every 2 seconds, dealing 10 damage. This damage cannot be reduced. The trap can be destroyed by hitting it 10 times, or dealing more than 100 damage with a single strike. |
| Nature Attuned (Innate passive skill) |
| Ignores the negative effects of hazardous terrain if it comes from natural elements like plants or mushrooms. |
| Demonic Swarmer - Scout Half (Lv 3) | |||||
| HP | 54 (45) | STA | 7 (6) | SOU | 4 (4) |
| EP | 72 (60) | MP | 60 (50) | ||
| STR | 12 (10) | CON | 4 (4) | AGI | 7 (6) |
| SPI | 6 (5) | WIL | 6 (5) | DEX | 6 (5) |
| SPD | 6 | INT | 5 | COM | 1 |
| Skills | |||||
| Active: Dash Triggered: Demonic Revenge Passive: Nature Attuned (Innate), Stoneskin (Innate), Strong, Commander | |||||
| Demonic Swarmer - Miner Half (Lv 3) | |||||
| HP | 78 (65) | STA | 6 (5) | SOU | 4 (4) |
| EP | 60 (50) | MP | 48 (40) | ||
| STR | 13 (11) | CON | 7 (6) | AGI | 3 (3) |
| SPI | 4 (4) | WIL | 7 (6) | DEX | 6 (5) |
| SPD | 6 | INT | 5 | COM | 1 |
| Skills | |||||
| Active: Bash Triggered: Demonic Revenge Passive: Nature Attuned (Innate), Stoneskin (Innate), Strong, Commander | |||||
| Dash (Active skill) |
| Cost: 10 EP per second |
| Increases the SPD value of this unit by 3 while the skill is activated. |
| Bash (Active skill) |
| Cost: 20 EP |
| Deal (2 + 0,8 * STR) physical damage to a single enemy. Theres a 20% chance that the enemy is stunned for 2 seconds. |
| Demonic Revenge (Triggered skill) |
| When an ally dies within 1 meter from you, increase all stats for 100% for 5 seconds. When this skill ends, you die. |
| Death Burst - Fire (Triggered skill) |
| After dying, explode and deal (10 + 10 * level + SPI) fire damage to all units within 3 meters. This damage isnt increased or reduced by having higher or lower stats. |
| Fire Elemental (Innate passive skill) |
| Negates fire damage that deals less than (10 * level) damage. Fire damage higher than this amount is reduced by 50%. |
| In Flames (Passive skill) |
| Deal (10 + SPI) fire damage each second to yourself and to every unit within 5 meters. This skill is deactivated until theres an enemy in the same room and within 30 meters. |
| BEWARE the eternal sleep zones. Ive already said before, but NO zone is safe in this damned dungeon! If you see a place where theres literally nothing other than mushrooms and plants, meaning: no traps, no mobs, no critters, no boss, no lab equipment NOTHING! Dont enter. Simply DO NOT ENTER! Unless you want to stare at your champion while it sleeps for all eternity, that is. If you want to do so, feel free to ignore my warning. - Extract from the Chapter Unexpected Dangers from How to Stay Sane in The Mad Rats Lab. |
| Maniac (Passive skill) |
| Skills that need MP to be casted deal 30% more damage and the chance to inflict status effects is doubled. When using those skills, 10% of the MP amount used is also reduced from the current HP. This skill can kill you. |
| Available Upgrades |
| Expert: Reduces the HP loss by 5% of the MP cost. |
| Extreme: Increase damage by another 15% and the HP loss by another 5% of the MP cost. |
| Unpredictable: The chance to inflict status effects increases by 3 times instead of having a double chance. |
| Indomitable Will (Triggered skill) |
| When you are reduced to less than 10% HP, recover 20% of your maximum HP. You cant be killed until this skill is triggered, if you would be killed, this skill is triggered instead. Can only be triggered once per Dungeon Invasion or Dungeon Battle. |
| Lightning Shield (Triggered skill) |
| Cost: 10 MP per activation |
| When you receive a melee attack, the attacker takes (5 + 0,5 * SPI) lightning damage and theres a 20% chance that the enemy is pushed 5 meters away from you and is stunned for 1 second. This skill can only trigger once every 5 seconds against each enemy. |
| Eternal Prison (Triggered skill) |
| If an enemy unit is immobilized, stunned, asleep, charmed or frightened by your skills for more than 10 consecutive seconds, extend the duration of the status effect by another 10 seconds. The time counter is independent for each type of status effect. This skill can only trigger once each minute for each enemy unit. |
| Mad Rat (Lv 4) | |||||
| HP | 286 (220) | STA | 19 (15) | SOU | 22 (17) |
| EP | 234 (180) | MP | 286 (220) | ||
| STR | 22 (17) | CON | 22 (17) | AGI | 24 (19) |
| SPI | 28 (22) | WIL | 24 (19) | DEX | 26 (20) |
| SPD | 7 | ||||
| Mad Rat - Skills | ||
| Active | Triggered | Passive |
| Rat Transformation (Innate) Chain Lightning Cold Blast | Shared Voltage Lightning Shield | Mana Attuned (Innate) Maniac - Lv 2 (Expert) |
| Fire Aura (Passive skill) |
| Cost: 1 MP per second (cannot be deactivated during combat) |
| Deal (2 + 0,1 * SPI) fire damage to all units other than yourself that are within 5 meters. |
| Jumping Smash (Active skill) |
| Cost: 50 EP |
| Jump towards a place within 5 meters and deal (5 + 1,2 * STR) damage to all other units within 2 meters of the landing place. |
| Lab Assistant (Lv 4) | |||||
| HP | 442 (340) | STA | 29 (23) | SOU | 32 (25) |
| EP | 312 (240) | MP | 364 (280) | ||
| STR | 33 (26) | CON | 41 (32) | AGI | 24 (19) |
| SPI | 41 (32) | WIL | 44 (34) | DEX | 49 (38) |
| SPD | 6 | INT | 5 | COM | 3 |
| Skills | |||||
| Active: Fireball, Jumping Smash Triggered: Frosty Retribution Passive: Mana Attuned (Innate), Stoneskin (Innate), Fire Aura | |||||
| Braindead Mob (Lv 2) | |||||
| HP | 66 (60) | STA | 5 (5) | SOU | 3 (3) |
| EP | 55 (50) | MP | 33 (30) | ||
| STR | 5 (5) | CON | 7 (7) | AGI | 2 (2) |
| SPI | 4 (4) | WIL | 4 (4) | DEX | 1 (1) |
| SPD | 3 | INT | 1 | COM | 0 |
| Skills | |||||
| Active: Toxic Spit Passive: Too Gross To Look At | |||||
| Gods Intervention (Triggered skill) |
| When you would be killed, you are reduced to 1 HP instead and ignore all damage and status effects for the next 5 seconds. Can only be triggered once per Dungeon Invasion or Dungeon Battle. |
| Fortify (Active skill) |
| Cost: 20 EP |
| Reduce the damage from the next attack or skill by (5 + 2 * CON) points. |
| Braindead Kidnapper (Lv 3) | |||||
| HP | 72 (60) | STA | 6 (5) | SOU | 3 (3) |
| EP | 60 (50) | MP | 36 (30) | ||
| STR | 6 (5) | CON | 8 (7) | AGI | 2 (2) |
| SPI | 4 (4) | WIL | 4 (4) | DEX | 1 (1) |
| SPD | 3 | INT | 2 | COM | 0 |
| Skills | |||||
| Active: Fortify Triggered: God''s Intervention Passive: Intelligent | |||||
| Survival Instinct (Triggered skill) |
| When you have less than 30% HP, regenerate 1% HP per second. |
| Braindead Follower (Lv 3) | |||||
| HP | 72 (60) | STA | 6 (5) | SOU | 3 (3) |
| EP | 60 (50) | MP | 36 (30) | ||
| STR | 6 (5) | CON | 8 (7) | AGI | 2 (2) |
| SPI | 4 (4) | WIL | 4 (4) | DEX | 1 (1) |
| SPD | 3 | INT | 2 | COM | 0 |
| Skills | |||||
| Active: Toxic Spit Triggered: Survival Instinct Passive: Intelligent | |||||
| If you see an innocent rabbit, suspect it might be waiting for you to look away to attack you. If you see an unassuming rock, inspect it to make sure it is not a camouflaged creature or trap waiting for you to step on it and blow you up. If you see an entrance to a simple dark corridor, make sure its not the inside of a creature waiting to swallow you whole once you step into it. And if you see a very creepy tree with eyes thats clearly following you that means it is probably a critter. Critters arent dangerous, you say? In this dungeon EVERYTHING is dangerous!! Step on it, cut it, and then burn it until not even ashes remain! - Extract from the Chapter Relearning exploration from How to Stay Sane in The Mad Rats Lab. |
| Only two weeks after being created, The Mad Rats Lab'' was already getting a lot of attention. At least a lot more than a dungeon only two weeks old should have. The players discussed in the forums about what they found, and how to overcome the dangerous mobs and evil traps. But there was one thing that, no matter how many players tried to solve the mystery around it, still resisted everyone. It was a mystery about some doors. Doors that supposedly connected the laboratory rooms, and the secret room that could exist between them. Even when DMA closed the servers after a lot of years, some players were still asking themselves: How can I open this door? They were sure that the first to uncover the truth would get famous, and never surrendered. |
| Eternal Chill (Passive skill) |
| Increase all ice damage that you deal by 20% and your ice attacks and skills slow enemies by 10%. Your ice damage cant kill other units. |
| Slippery (Innate passive skill) |
| You have a 20% chance to avoid attacks that deal enough damage to kill you. Only works if the attack deals more damage than 30% of your maximum HP. |
| You have received a friend request from: TheGreatBaldSage |
| Return from Death - Lv 2 (Innate triggered skill) |
| After 30 seconds of dying, return to life with 100% HP. From that moment, your maximum HP is reduced by 1% every 5 seconds. Can only be triggered once per Dungeon Invasion or Dungeon Battle. |
| Upgrades |
| Resilient: Reduce the amount of maximum HP lost every 5 seconds to 0,5%. |
| Draining Touch - Lv 2 (Active skill) |
| Reduce the targets HP by (2 + 0,5 * SPI) and heal by 50% of the HP reduced. |
| Upgrades |
| Perfect Drain: Increase the heal to 100% of the HP reduced. |
| Etherealness - Lv 2 (Innate passive skill) |
| Receive 50% less damage from non-elemental attacks. |
| Upgrades |
| Ice Soul: Negate all ice damage you receive, but increase damage from all other elements by 20%. |
| When playing against the Savage Horde, dont forget to bring Area of Effect skills. As the factions name suggests, they tend to flood the enemy with a constant barrage of melee enemies. Because they sacrifice magic and ranged options in favor of numbers and strength, they tend to clump together and the AoE skills are king versus them. But if you dont have any AoE skills, youre going to face an unending horde of enemies that will slowly but surely whittle you down. And if they manage to surround you in melee range, youll feel in your own skin what the word savage means, as you get pummeled to a pulp. - Basic DMA knowledge every player should know. |
| Soul Feast (Passive skill) |
| When another living unit dies within 20 meters, you and all undead in a 20 meter area recover 2% of the maximum HP, EP and MP. Multiple instances of this skill dont stack. |
| Regeneration (Innate passive skill) |
| Cost: 3 EP per second (cannot be deactivated) |
| Recover 5% maximum HP per second. Automatically deactivated when it reaches 100% HP. |
| Create bosses that fit the theme of your dungeon. Sure, if you put that unit you like so much, because it has X skill, you can make a challenging boss. But players wont remember your boss because it was challenging. Compare a dragon inside a volcano, surrounded by lava waterfalls while breathing fire into the enemy invaders, and the same dragon inside the sewers, infested by rats and slimes. Its the same boss, but its evident which one is better. Now put a gigantic slime that fills the whole sewage tunnel, from which the players must run away unless they want to be swallowed and digested. Better, right? You should find a balance between challenge and aesthetics for your bosses. - Tenth point from 10 things to do to improve your dungeon. |
| Champion Upgrade - Hybrid |
| Research cost: 1.000 cp, 300 food, 300 metal. Research time: 4h |
| You can modify an existing Champion Hybrid by adding body parts of one extra unit, up to a maximum of 3 units total. The modified Champion will have the new units stats and innate skills added to the current ones. The cp cost for the upgrade is the same as the new unit used, and the Champions cp value increases by the same amount. You will use the champion design menu to modify the champions aspect so that it shows the new unit body parts. This tech can be researched more than once and the cost will increase each time. |
| Fleshling |
| Research cost: 500 cp, 200 food, 150 metal. Research time: 2h |
| A fast unit formed by the flesh and blood of multiple enemies. You need to provide bodies worth at least 200 cp for its creation. Fleshlings will inherit a maximum of two innate skills from the original units used to create them. |
| Basic Chimera |
| Research cost: 1.000 cp, 300 food, 200 metal. Research time: 5h |
| Abominations of flesh composed of parts of two non-humanoid units. Chimeras are naturally resilient to pain, because of the eternal torment they suffer for simply existing. Every chimera inherits the innate skills of its original units, and their stats are the sum of the original units. Also, all Chimeras start with the Eternal Pain innate skill. The cp cost and cp value of this unit is the same as the sum of the two units used to create it plus 20 cp. |
| Eternal Pain (Innate passive skill) |
| For every second, this unit cant take more than 10% of its maximum HP as damage from attacks. Any excess damage is accumulated in a pain pool and dealt over the next 10 seconds. |
| Giant stasis capsule |
| Research cost: 600 cp, 100 food, 100 metal. Research time: 1 h |
| Unlocks a bigger version of the normal Stasis capsule. In the Giant stasis capsule, you can store bodies of units bigger than humanoid size. Units bigger than 5 meters wont fit inside. |
| Colossal stasis capsule |
| Research cost: 15.000 cp, 5.000 food, 5.000 metal. Research time: 10 h |
| Unlocks a bigger version of the normal Stasis capsule. In the Colossal stasis capsule, you can store the body of any unit. |
Hi there! Ive read about an especially dangerous dungeon thats currently the talk of a lot of low-leveled players which happens to be your dungeon. And I decided to take a look at it. I must say it''s decent for a new player, but it definitely doesnt deserve the attention it receives. So I challenge you to a Dungeon Battle to demonstrate Im better than you! That is, if you dont go hide away like the rat you are!Fufufu! How dare you say Im a coward! Of course Ill accept your challenge, huh what was your name? Oh, yes Of course I accept your challenge, A Lil Demoness! Hahaha How dare she (because with that nickname I suppose its a she) send me such a message!? Hide like a rat!? I might have a rats head, but thats the only rat-like thing I have! And I myself dont really understand the reason why my dungeon is getting popular, but this doesnt give you a reason to mock my dungeon! You dont understand how much blood and tears (virtual) I had to spill to get to this point! What are you!? A demon!? Ahhh.. oh, well from the nickname I should assume she really is a demon Anyway! Fuck you! Youll see, Ill make you eat your own words and demonstrate that you are the one that has its ego inflated! And then I will dive into your dungeon and use your own units to create new flesh monstrosities! Hahahaha! In the message, it doesnt say anything about the time for the match or even the battle rules. So its up to me to choose? What should I do? Send her a challenge with the dungeon battle rules set by me? Or be a gentleman and let her choose the rules? I still dont have too many options for customizing the dungeon mobs and traps, but I do have enough units to cover at least the 1.000 cp mode with ease Yes, lets send the challenge with the 1.000 cp budget and let her choose the rest of the rules. But first, I send a message in response. [Disguised Koala]
Run away you say? Who would run away from a challenge like this, more so if the challenger is so desperate for attention? Ill show you that it isnt that I was lucky the reason why my dungeon is popular! When do you want the challenge? Is right now ok? Because I dont even need to prepare to beat someone like you! That is, unless you chicken out! Hahaha!Maybe I got a little too incensed because of the challenge but I dont regret sending the message. Its only a few seconds later that I receive the reply from the other player. [A Lil Demoness]
Nows fine by me! Im the one who challenges you, so feel free to send the Dungeon Battle Challenge when youre ready! And Ill send you to your eternal sleep! But dont worry, you wont feel any pain other than your pride being shattered, that is!!Ohoho! Now she sounds as incensed as me. Well, Its fine if we are both as motivated for the battle or it wont be as fun. I dont waste any more time and send her the challenge. As I already decided, I send the challenge with only one battle rule set: the cp budget of 1.000 cp. She will be able to choose the rest of the rules. Arent I gentlemanly? I even let her choose most of the battle rules! Hahaha! This time, it takes a little more time for her to set the rest of the dungeon battle rules. Things like the dungeon size, the maximum number of traps, the maximum cp cost for a single unit, the maximum level for the units, etc. Most of the time, the players leave them by default, which is the no limit option. But it seems like shes changing at least some of them. Soon I receive the message saying that she accepted the challenge.
| Dungeon Battle Challenge accepted! |
| Battle will start after dungeon preparation. |
| When you challenge another player to a Dungeon Battle, its proper etiquette to send a message first and then let the other player initiate the Challenge. In this way, the receiver of the challenge can set what rules it wants for the Dungeon Battle first, showing your respect towards the other player. And if you win, you can say that you won even with the other players rules, which is even more of a shame for the challenged player. - Basic DMA etiquette. |
| Dungeon Battle Challenge! | ||
| Flesh Monstrosities | vs | Wicked Legion |
| The Mad Rats Lab | Hellish Dreamland | |
| Disguised Koala | A Lil Demoness | |
| Charming Eyes (Innate active skill) |
| Cost: 10 EP and 10 MP per second, cost increased by 10 every second its active |
| Charm a single enemy for as long as you keep this skill activated. This skill can only charm enemy Champions and Bosses for a maximum of 5 seconds. The timer resets one minute after the charm ends. |
| Dungeon Battle Lost! | |
| Winner: Wicked Legion - Hellish Dreamland - A Lil Demoness | |
| Rewards Obtained | |
| ... | |
You may have won this match, but it was clearly to your advantage! How can you claim to have won a fair match against me? Are you proud of winning a match where you clearly put the rules to your advantage!? I demand another match, this time with all rules set with default values so that no one has a clear advantage! That is, unless you are a shameless succubus that only fights when the win is already decided![A Lil Demoness]
And what if Im a shameless succubus? Would you like to come play with me tonight? Fufufu! You should have taken into account your own limits and not be playing the gentleman if you cant face the consequences! But I cant leave my client unsatisfied, so if you want a rematch, a rematch youll have! How about tomorrow at the same time?I send a message saying that ok, that we will have the rematch tomorrow at the same time. At least this time, its going to be a fair match I hope so. Or maybe not how about I ast Ricard, and maybe even Laura about tips and ideas to make her have the nastiest experience ever? Fufufu! Hahaha! Yes, lets do it! Hahaha! Evil laughter escapes from my mouth. Its a shame that it went so bad Though not absolutely everything is bad. At least I can save the battle replay and keep those hypnotic pattern movements for later private use Yeah, for private use. You know what I mean, right?
| Theres one status effect that clearly beats all other status effects in terms of usefulness: the charm status. Its easy to understand why: it makes the enemy absolutely unable to do anything. But it also isnt broken by taking damage like the sleep status, doesn''t make the enemy run away like the fear status, is easier to apply than the stunned status, and in some cases, you can even make the enemy attack its own allies while charmed. The only problem is that there are only a few skills that can apply the charm status. This is what makes incubus and succubus two of the most dangerous units to look out for when playing against the Wicked Legion. They innately can apply the charm status with their Charming Eyes skill. - A tip from a professional DMA player to newer players. |
| Hidden Enemy - Medium (Trap) |
| Cost: 10 cp, 10 metal |
| It looks like a normal wall, ceiling, floor or decoration, but hides a humanoid or smaller unit inside. You can set a condition for the unit inside the trap to be released. |
| Braindead Assassin (Lv 2) | |||||
| HP | 66 (60) | STA | 5 (5) | SOU | 3 (3) |
| EP | 55 (50) | MP | 33 (30) | ||
| STR | 5 (5) | CON | 7 (7) | AGI | 2 (2) |
| SPI | 4 (4) | WIL | 4 (4) | DEX | 1 (1) |
| SPD | 3 | INT | 1 | COM | 0 |
| Skills | |||||
| Active: Toxic Spit Passive: Blood Power | |||||
| Blood Power (Passive skill) |
| When you dont have enough EP or MP to use a skill, you use your HP instead. This skill can kill you. |
| ...Im not going to explain in detail because you should already know but the basic attacks that any unit can use, this means attacks without using any skill, only the weapon, cost 10 EP and deal 0,5 * Strength damage. This means that a melee unit must have both high STR and EP, and the other two important stats are CON to reduce enemy physical attacks and HP to not die. Thats why the orcs are considered one of the best melee units, they excel at those four stats. On the other hand, a spellcaster should focus on MP and SPI in the first place, and then should have high SOU to regenerate the used MP, and also either high EP or high SPD. Why those two? Its easy to understand. A spellcaster needs either high EP, to keep running for a long time, or high SPD, to run away faster. Thats for when enemies get close and the spellcaster is going to die in melee. Which will happen for sure during battle. And also, the spellcasters shouldnt stand still all battle, because that makes them easy targets. As for the tanks - Random knowledge drilling done by Ricard during the morning. If Andreu listened to it or not, nobody knows. Not even Andreu. |
| Dungeon Battle Challenge! | ||
| Flesh Monstrosities | vs | Wicked Legion |
| The Mad Rats Lab | Hellish Dreamland | |
| Disguised Koala | A Lil Demoness | |
| Blink (Active skill) |
| Cost: 20 MP |
| Teleport in the direction you are looking, up to 2 meters away maximum. Can only teleport to a place you can see. This skill has a 5 second cooldown. |
| Fire Protection (Active skill) |
| Cost: ? MP |
| The next time you take fire damage, negate it. Your MP is reduced by the amount of fire damage negated this way. |
| Im The Bait - Lv 2 (Active skill) |
| Cost: 30 EP, 30 MP |
| You turn yourself into The Bait. For the next 10 seconds, all non-Champion and non-Boss enemies are going to target you if possible. Only one The Bait can be active at a time. This skill has a 5 minute cooldown. |
| Upgrades |
| The Last Bait: You are unkillable for this skills duration and extend its duration for 5 seconds. When the skill ends, you die. |
| Throw an Ally (Active skill) |
| Cost: 100 EP |
| Throw one ally unit into a space within 15 meters. All units within 2 meters of the impact zone, including the thrown unit, take (20 + 1,5 * STR + 0,2 * Max HP of the thrown unit) physical damage. Whether you can throw or not another unit depends on that units size and your Strength stat. |
| Dungeon Battle Lost! | |
| Winner: Wicked Legion - Hellish Dreamland - A Lil Demoness | |
| Rewards Obtained | |
| ... |
Fufufu! This time it was even easier than the last! You know, the next time you want to face somebody in a dungeon battle, you should make sure that your opponent doesnt know about your plans beforehand. Im your shadow, I feed on your dreams. Did you really think I wouldnt know that you asked for help to plan this dungeon battle? You shouldnt have, because thanks to this, I could know everything! Fufufu!.... I have no words. How far do you go into roleplay to send this kind of message? I know succubus are supposed to attack you while dreaming, so the shadow and dreams part makes sense in a way But of course, the part I cant ignore is the last one. She knew everything because I asked for help? ... Doesnt this mean shes a spy? And shes always following me? Maybe a stalker? Since when? No, wait. Dont be stupid, Andreu! There was another person other than Ricard when you were planning the dungeon. And shes a woman! As if to confirm my suspicions, I get another message from A Lil Demoness. [A Lil Demoness]
By now I suppose you already suspect it. Yes! It was me all along! Im Laura! I was just playing a little with you. Did you like my dungeon? I did like yours. It was easy! Hehehe! Im sorry I didnt tell you earlier, but when I tried to tell you today, you asked me for help to design your dungeon and couldnt hold myself back from thinking you were being unfair. So I chose to be unfair too. Hehe!Y-y-you You DEMON! How could you do this to me? You knew I was looking for help and instead of helping me, you used this chance to utterly destroy me!! Aaaaaagh! Fuck! Shit! Why didnt I suspect it before! Now that Ive heard her confession, it was clear that she was behaving weirdly today! How could I be so blind! [Disguised Koala]
You traitor! I thought you were my friend! Why did you do this!? Do you know how bad I felt when everything was set against me!? The injustice! The feeling of everything I planned going wrong! I demand a rematch! And this time its going to be a fair match! No extra info and no banning and crippling the other. Ill show you that you won only because you cheated! This time, its going to be you who feels worthless!What Im most angry about is the fact that she was the one who proposed most of the ideas for this second battle. So, obviously, everything she told me was so that she could better crush me later. [A Lil Demoness]
Ok, ok. Dont be like that! It was a prank. Im sorry that you took it so bad. If you want a rematch, its fine by me. But you must know that the reason why I resorted to such tricks was because Im lower leveled than you. So it would have been almost impossible to beat you in a straight fight Anyway, lets talk about it tomorrow, ok? See you!
| After the initial anger faded away, I was tormented by shame. Shame from losing the battles against a lower level player, and even more shame for being deceived like a fool. But it quickly faded away when I started to plan the revenge match. Fufufu! Hahaha! Youre going to regret making the Mad Rat mad! Well, madder! Ill make you despair! Ill make you suffer the same as I did, or even worse! Just you wait! Hahahaha! These were my internal thoughts while planning the nastiest experience I could imagine. |
| While Andreu was wasting time and fighting against hordes and more hordes of goblins and orcs, A Lil Demoness was planning how to beat him in a dungeon battle. She called this operation: How do the rats cry?. |
| Death Curse (Innate triggered skill) |
| When you die, you curse the unit that killed you with the Death Curse for 5 minutes. While cursed, the unit deals 10% less damage and takes 10% more damage. This curse can stack, and every time its stacks increase the duration refreshes. |
| Not A Rabbit (Lv 3) | |||||
| HP | 360 (300) | STA | 19 (16) | SOU | 8 (7) |
| EP | 336 (280) | MP | 108 (90) | ||
| STR | 31 (26) | CON | 28 (24) | AGI | 32 (27) |
| SPI | 12 (10) | WIL | 25 (21) | DEX | 21 (18) |
| SPD | 9 | INT | 5 | COM | 1 |
| Skills Find this and other great novels on the author''s preferred platform. Support original creators! | |||||
| Active: Rabbit Transformation (Innate), Bleeding Strike. Triggered: Bloodlust (Innate), Unexpected Strike. Passive: Berserker | |||||
| Bleeding Strike (Active skill) |
| Cost: 20 EP |
| Your next attack makes the target bleed. Bleed inflicts an extra 20% of the damage dealt with the attack as HP loss during 5 seconds. |
| Unexpected Strike (Triggered skill) |
| If you attack an enemy thats looking away and combat hasnt started yet, your first attack deals 10 times the normal damage. |
| Berserker (Passive skill) |
| Increase your attack damage and attack speed by 0,3% for every 1% of HP lost. |
| Tunnel Mimic (Lv 2) | |||||
| HP | 205 (187) | STA | 15 (14) | SOU | 8 (8) |
| EP | 308 (280) | MP | 99 (90) | ||
| STR | 17 (16) | CON | 24 (22) | AGI | 5 (5) |
| SPI | 9 (9) | WIL | 19 (18) | DEX | 9 (9) |
| SPD | 4 | INT | 7 | COM | 0 |
| Skills | |||||
| Active: Mimicry (Innate), Engulf. Passive: Eternal Pain (Innate), Tunneling (Innate), Enlarge | |||||
| Mimicry (Innate active skill) |
| Cost: 150 EP |
| You change your shape and looks so that you imitate some inanimate object or terrain in close proximity. You cant change your size. While Mimicry is active, its impossible to differentiate you from what you are imitating and you cant be identified by players. You still take damage as normal. |
| Engulf (Active skill) |
| Cost: 50 EP, plus 10 EP per second |
| You engulf one unit in melee range. While engulfed, the unit takes (10 + 0,5 * CON) acid damage each second. This damage isnt increased or reduced by having higher or lower stats. The engulfed unit must be significantly smaller than you, and you can only Engulf one unit at a time. When you end the Engulf or die, the unit is released in the closest possible space. |
| Tunneling (Innate passive skill) |
| You can move through impassable terrain at half the speed. When moving this way, you cause noticeable tremors around you. |
| Enlarge (Passive skill) |
| Increases this units size by a considerable amount. The only change to stats is an increase of 10% in the base HP. |
Hey there, you cheating and foul-playing demon! Are you up for the match? This time you arent going to have any advantage over me, so I assure you: you are going to lose! Hahaha! If you arent scared of showing your unsightly side and are ready to be crushed, send me the Dungeon Battle challenge any time. But Ill only accept it if you leave everything as it comes as default, so you wont be able to cheat again!We already talked about the match after classes, so Im sure shes going to accept. But a little bit of roleplay and making the opponent angry is always better in this kind of situation. Dont you think? She replies after a while. [A Lil Demoness]
Yes! Ill challenge you again. But be warned, I was playing with you until now! Ill take this match seriously too. If you still want the match, keep in mind Im coming for you! Ill suck you dry! You wont be able to sleep with anybody else after this! Fufufu!Soon after her message, I receive the challenge to a Dungeon Battle. I make sure to check that all settings are ok. Yes, she didnt try to fool me this time. So lets go! Match start! I say while pressing the accept challenge button.
| Dungeon Battle Challenge! | ||
| Flesh Monstrosities | vs | Wicked Legion |
| The Mad Rats Lab | Hellish Dreamland | |
| Disguised Koala | A Lil Demoness | |
| Who was the loser in the Dungeon Battles between Andreu and A Lil Demoness? Andreu lost a bit of his pride but also won a lot of experience. The same goes for his succubus opponent. The actual losers of those battles were, obviously, the ones who were going to invade The Mad Rats Lab in the future. The addition of the tunneler-mimic and the wererabbit-orc would turn into a nightmare for those players who didnt know about them in advance. The victims from only those two unit types would soon rise to the three digits, and would never stop rising. |
| Soon after, Andreu uploaded another video of the Mad Rats Eccentricities series. It was a video of him getting whipped by a pair of succubus, while making Aaaah shouts, in a sensual voice, every time he was struck. Inspired by this video, some players (with certain kinks) imitated the setting and created a dungeon specific for this kind of play. A dungeon full of succubus and incubus. And soon after, the number of DMA players spiked. Mysteriously, all of the new players shared a certain passion and liked to invade the aforementioned dungeon. But we arent here to talk about this kind of adventures, arent we |
| Dungeon Battle Won! | |
| Winner: Flesh Monstrosities - The Mad Rats Lab - Disguised Koala | |
| Rewards Obtained | |
| ... |
| After this series of battles, I thought I could finally relax. But I was wrong. Because it was my turn to have nightmares next. |
| There are lots of players who dont like diving into dungeons from some factions. The most common reason is because they cant obtain the specific resources for their factions. As an example, this is the reason why most undead players dont dive into other undead dungeons. But there are certain factions that players avoid for other reasons. The most avoided faction of all is the Abyss faction. For obvious reasons. This doesn''t mean they dont get players diving into their dungeons, though. Some players get obsessed with diving into them because of the thrill of the scary parts. |
| What Should Not Be Seen (Innate passive skill) |
| Other units that can see this unit lose 5 MP per second. If the unit has no MP, the SOU is reduced by 1 every five seconds instead. Multiple instances of this skill increase the MP loss by 1. This skill doesn''t work on allied units. |
| Some time later, because of DMA, Clara met with Ricard and Laura for the first time. In fact, it was Andreu who said they all could play together. But he didnt know that this decision would bring him a lot more nightmares than the ones he was going to have because of the invasion into his sisters dungeon. His nightmares had just begun. |
| Mana Core (Innate passive skill) |
| Cost: 3 EP per second (cannot be deactivated) |
| Recover 5% maximum MP per second. Automatically deactivated when it reaches 100% MP. |
| Shadow | |||||
| HP | 150 | STA | 11 | SOU | 15 |
| EP | 120 | MP | 190 | ||
| STR | 8 | CON | 18 | AGI | 16 |
| SPI | 20 | WIL | 12 | DEX | 12 |
| SPD | 7 | ||||
| Mad Rat (Lv 4) | |||||
| HP | 481 (370) | STA | 33 (26) | SOU | 41 (32) |
| EP | 390 (300) | MP | 533 (410) | ||
| STR | 32 (25) | CON | 45 (35) | AGI | 45 (35) |
| SPI | 54 (42) | WIL | 40 (31) | DEX | 41 (32) |
| SPD | 7 | ||||
| Mad Rat - Skills | ||
| Active | Triggered | Passive |
| Rat Transformation (Innate) Chain Lightning Cold Blast | Shared Voltage Lightning Shield | Mana Attuned (Innate) Mana Core (Innate) Maniac - Lv 2 (Expert) |
| Goblimp Pest - Goblin Half (Lv 2) | |||||
| HP | 66 (60) | STA | 6 (6) | SOU | 4 (4) |
| EP | 77 (70) | MP | 44 (40) | ||
| STR | 13 (12) | CON | 5 (5) | AGI | 6 (6) |
| SPI | 8 (8) | WIL | 3 (3) | DEX | 6 (6) |
| SPD | 6 | INT | 5 | COM | 0 |
| Skills | |||||
| Active: Corrosive Arrow. Passive: Opportunist (Innate), Slippery (Innate), Strong, Spiritual | |||||
| Goblimp Pest - Imp Half (Lv 2) | |||||
| HP | 44 (40) | STA | 4 (4) | SOU | 6 (6) |
| EP | 44 (40) | MP | 88 (80) | ||
| STR | 7 (7) | CON | 4 (4) | AGI | 4 (4) |
| SPI | 14 (13) | WIL | 6 (6) | DEX | 5 (5) |
| SPD | 6 | INT | 5 | COM | 0 |
| Skills | |||||
| Active: Shadow Blast. Passive: Opportunist (Innate), Slippery (Innate), Strong, Spiritual | |||||
| Opportunist (Innate passive skill) |
| If you attack an enemy that cant see you, the damage you deal cant be reduced if the target has higher stats than you. |
| Slippery (Innate passive skill) |
| You have a 20% chance to avoid attacks that deal enough damage to kill you. Only works if the attack deals more damage than 30% of your maximum HP. |
| Corrosive Arrow (Active skill) |
| Cost: 15 MP |
| Your next attack with a bow deals an extra (2 + 0,2 * STR) damage as acid damage plus an extra (2 + 0,5 * SPI) acid damage over the next five seconds. This skill can only be used if you wield a bow. |
| Shadow Blast (Active skill) |
| Cost: 20 MP |
| Deal (2 + 0,5 * SPI) dark damage to a single enemy. There is a 10% chance that the enemy is blinded for the next 3 seconds. |
| Andreus Mad Rats Fusion video had an unexpected consequence. Because of his shouts of agony when the champion was fusing with the new unit, a lot of players that were interested in the Flesh Monstrosities, all of them followers of Andreus videos, decided to pick another faction because they were scared of the pain the transformation would bring. But not only were there players who were dissuaded from playing as the Flesh Monstrosities. Some people with certain tendencies immediately started playing as them But were displeased when they actually found that the pain was all a lie. Poor them, their dreams got crushed so easily |
| Phantasmal Weapon (Active skill) |
| Cost: 20 EP and 20 MP |
| You throw a phantasmal copy of your current weapon that travels in a straight line while spinning. It deals (3 + 0,8 * STR + 0,2 * SPI) physical damage to every creature in its path. |
| You must ALWAYS keep in your mind this: THERE ARE ALWAYS MORE GOBLIMPS WAITING TO AMBUSH YOU! Like cockroaches, theyre disgusting, annoying, and hard to kill. If you keep this in mind, you are going to have a chance to conquer this dungeon. Yeah! A CHANCE! Because this wont prevent you from falling into any other of this dungeons multiple and deadly tricks, traps, and enemies. - Extract from the Chapter Relearning Exploration from How to Stay Sane in The Mad Rats Lab. |
| After getting tired of studying, I decided to risk playing the game anyway. The result? Clara came to my room, found me playing, and got angry at me for lying. Her favorability almost reached negative levels. But after I apologized for lying and telling her that I really dislike the Abyss creatures and that I had nightmares She said it was ok, and that she would forgive me as long as I kept helping her with the other stuff not related to invading her dungeon. Lucky me! Hahaha! Im finally free of the nightmares! And can continue to help my little sister without diving into her dungeon! All according to the plan (made after the plans resolution). Also, because I studied earlier than I usually would, I got better marks in the next exams. Alls well that ends well. |
| What Andreu did that day turned out to be the factor that catapulted him to the top rankings. Not immediately, mind you. But the first impression players got from the dungeons entrance made them want to recommend the dungeon to their friends. Slowly but surely, the dungeons renown kept rising. And at the same time, the number of people who got obsessed with it. Unknown to Andreu, his dungeon made the invaders think Ill manage to beat it next time, which made them dive again, and again. The cause? The randomness and unpredictability made it actually possible for anybody to beat the dungeon (well, anybody strong enough to beat a Lab Assistant), so the videos of weaker players beating The Mad Rats Lab made higher-leveled players want to demonstrate they could beat the dungeon too. Some of them did, but most still failed and entered the Ill manage to beat it next time infinite cycle. |
| Essence Siphon (Innate passive skill) |
| Heal for 20% of all the damage you deal against other units. This skill doesnt stack with other healing skills. |
| Even if the only one who liked the name was Ricard, the name actually brought the attention of the tournament watchers. Because of how lame it was. Regardless of their individual opinions, thanks to this name their supporters increased fast, and by the end of the tournament, all four of them were quite famous. They do say theres no negative fame, after all |
| This was the first of multiple clashes between Eva and Clara. Their contrasting opinions and personalities made them argue with each other almost every time they talked. Still, both of them kept their word. Eva helped Clara, and Clara stopped pressuring the geeks (well, she didnt pressure them as much as before). But What would the future bring to those two? Would they turn into enemies? Rivals? Best friends? Or would it evolve into a bloodbath? Keep tuned to see what''s going to happen. To be continued. Or not. |
| Reached player level 4! |
| - Boss monsters unlocked - Maximum boss monsters increased to 1 - Maximum invaders in a party raised to 2 - Received 3 x Stasis chamber - Received 2.000 cp |
| Chain Lightning (Active skill) |
| Cost: 200 MP |
| Deal (10 + SPI) lightning damage to an enemy. Then, the lightning jumps to the closest enemy within 5 meters and deals 10% less damage. The lightning continues to jump up to a total of 10 times. This skill cant damage a unit more than once. |
| Available Upgrades |
| Extra Jumps: Increase the maximum jumps by 5. |
| Far Jumps: Increase the maximum jump distance to 10 meters. |
| Conductivity: The damage isnt reduced after each jump anymore. |
| High Voltage: Increase the lightning damage to (20 + 1,5 * SPI). |
| Shared Voltage (Triggered skill) |
| If a skill would deal enough lightning damage to kill another unit, you leave it at 1 HP instead and the target is stunned for 5 seconds. The prevented damage is then dealt to the closest enemy within 5 meters, if there is one. This damage can also trigger this skill. |
| Available Upgrades |
| Deadly: You can now kill units affected by this skill. The rest works the same. |
| Battery: The damage of this skill is increased by 20%. The lightning cant jump again to the enemies that were already affected by this skill. |
| Extra Sharing: The lightning can jump to a second target, but when doing so, each jump deals only 50% damage. |
| Mad Rat (Lv 5) | |||||
| HP | 518 (370) | STA | 36 (26) | SOU | 44 (32) |
| EP | 420 (300) | MP | 574 (410) | ||
| STR | 35 (25) | CON | 49 (35) | AGI | 49 (35) |
| SPI | 58 (42) | WIL | 43 (31) | DEX | 44 (32) |
| SPD | 7 | ||||
| Mad Rat - Skills | ||
| Active | Triggered | Passive |
| Rat Transformation (Innate) Chain Lightning Cold Blast | Shared Voltage - Lv 2 (Battery) Lightning Shield | Mana Attuned (Innate) Mana Core (Innate) Maniac - Lv 2 (Expert) |
| Frosty Retribution - Lv 2 (Triggered skill) |
| When your HP is reduced to 50% or lower, you release an ice nova that travels for 10 meters. It deals (5 + 0,25 * lost HP + 0,5 * SPI) cold damage to every enemy and immobilizes them for 5 seconds. This skill can only be triggered once every 5 minutes. |
| Upgrades |
| Double Snap: Release two ice novas instead of one. One at 66% HP and one at 33%. Each ice nova can only be triggered once every 5 minutes. |
| Lab Assistant (Lv 5) | |||||
| HP | 476 (340) | STA | 32 (23) | SOU | 35 (25) |
| EP | 336 (240) | MP | 392 (280) | ||
| STR | 36 (26) | CON | 44 (32) | AGI | 26 (19) |
| SPI | 44 (32) | WIL | 47 (34) | DEX | 53 (38) |
| SPD | 6 | INT | 5 | COM | 3 |
| Skills | |||||
| Active: Fireball, Jumping Smash. Triggered: Frosty Retribution - Lv 2 (Double Snap). Passive: Mana Attuned (Innate), Stoneskin (Innate), Fire Aura. | |||||
| You are going to be forcefully disconnected from the game in 10 seconds. |
| When Andreu reached level 4, the forums about his dungeon turned very active. It was because the players who were trying to conquer the dungeon thought it would be easier if two players dived into the dungeon together. The results were a little unexpected. Although they did have an easier time during battles, nothing prevented them from getting lost, poisoned, ambushed, or tricked. So the number of players who beat the dungeon didnt rise by a lot. Also, it was at this time that the players discovered the real despair caused by the Tunnel Mimic. It dived into the impassable terrain after swallowing a player, so it couldnt be attacked by the remaining player. And even if the player inside the monster managed to defeat it, they would appear in the closest available space, usually very far from the other invader, with no way to contact one another. Which spelled certain death for those unlucky players. |
| Unstoppable Mob (Passive skill) |
| Your stats are reduced by 50%. For each creature within 20 meters that has this same skill, increase your stats by 5%. |
| Follow My Lead (Triggered skill) |
| If you have at least 10 other units following you, you get a 1 bonus to speed. The bonus increases by 1 for every 10 additional units that follow you. The units that follow you get the same bonus to speed as you. The total speed after receiving the bonus from this skill cant exceed 8. |
| Fire Safeguard (Triggered skill) |
| When you take fire damage, negate it. For the next 10 seconds, negate all fire damage. Can only be triggered once per Dungeon Invasion or Dungeon Battle. |
| Theres only one thing, ONE THING, that you CANT do anything about. If youre lucky, you might never find it. But If you DO find it, accept death! Yeah, ACCEPT. DEATH. Or surrender! Theres no way to outrun it, kill it, or even hide and survive. What am I talking about, you ask? The MONSTER TRAIN. No explanations needed. - Extract from the Chapter When everything is lost from How to Stay Sane in The Mad Rats Lab. |
| Revitalize - Lv 2 (Active skill) |
| Cost: 30 MP |
| Choose another unit within 5 meters and heal it for (5 + 0,5 * SPI) HP. |
| Upgrades |
| Persisting Heal: Also heal the unit for (1 + 0,1 * SPI) HP each second for 5 seconds. |
| Hellfire(Active skill) |
| Cost: 180 MP, 30 MP per second |
| Ignite a 10-meter radius area with hellfire. Units inside the area take an initial (10 + SPI) fire damage and an extra (2 + 0,2 * SPI) fire damage each second. |
| Guilty Pleasure (Passive skill) |
| When you deal damage with a whip, reduce the damage dealt by 20% but recover 50% of the damage dealt as EP and MP. This skill can only be used if you wield a whip. |
| Oppression (Triggered skill) |
| When you attack another unit with a weapon, theres a 10% chance that the unit will be immobilized for 1 second. The chance increases to 20% if your STR stat is higher than the other units CON. |
| Abyss Grasp (Active innate skill) |
| Cost: 30 EP, 1 EP per second |
| You extend your tentacles up to 5 meters to grab another unit. You can use skills that require touch through your tentacles. Once a unit is grabbed, you can cancel the skill to detach your tentacle from your body, and the tentacle will stay attached to the unit for the next 10 seconds. Only one unit can be grabbed at a time. |
| Mental Corruption (Active skill) |
| Cost: 5 MP per second |
| Deal (2 + 0,2 * SPI) psychic damage each second to a single enemy. You can use other skills and attack normally while this skill is activated. |
| Untouchable (Passive skill) |
| Increase the damage from skills that require touch by (1 + 0,1 * SPI). |
| Poisonous Touch (Active skill) |
| Cost: 1 EP and 1 MP per second |
| Deal (2 + 0,1 * SPI) poison damage each second to an enemy you are touching. You can use other skills and attack normally while this skill is activated. |
| A common trait in most Magic Engineers dungeons is that the dungeon itself is part of the danger. Some have moving walls that confuse your movement, others have falling rocks or big pitfalls. There are even some with moving platforms acting as the ground. One thing is clear, you must assume that what you see isnt what it really is. When in a good Magic Engineers dungeon, the players can feel like the protagonist of certain films, those films where the main character always wears a hat and uses a whip. - Basic DMA knowledge every player should know. |
| Taunt - Lv 2 (Active skill) |
| Cost: 20 EP, 20 MP |
| For the next 10 seconds, target non-Champion, non-Boss enemy is going to target you if possible. Can only taunt one enemy at a time and every enemy can only be affected by this skill once every minute. |
| Upgrades |
| Dont Ignore Me: Can taunt an enemy again immediately after the skills duration finishes. |
| Weakening Aura - Lv 2 (Passive skill) |
| Cost: 1 MP per second (cannot be deactivated during combat) |
| All units within 5 meters of you deal 5% less damage. This skill doesn''t work on allied units. |
| Upgrades |
| Increased Weakness: Increase the damage reduction of this skill to 10% and the MP cost by 1. |
| Whirlwind (Active skill) |
| Cost: 20 EP per second |
| Deal (5 + 0,5 * STR) physical damage to every unit within 3 meters each second. This skill can only be used if you wield a melee weapon. |
| Dark Grab (Active skill) |
| Cost: 100 EP, 100 MP |
| Deal ( (10 + 0,8 * SPI + 0,8 * SPI) dark damage to an enemy and forcefully move it next to you. Whether you can move or not the target unit depends on that units size and your Strength and Spirit stats. |
| Frost Shield - Lv 2 (Triggered skill) |
| Cost: 10 MP per activation |
| When you receive a melee attack, the attacker takes (5 + 0,5 * SPI) ice damage and theres a 20% chance that the enemy is immobilized for 2 seconds. This skill can only trigger once every 5 seconds against each enemy. |
| Upgrades |
| Extreme Cold: Increase the chances to immobilize the attacker to 50%. |
| A good trap is going to be a lot more memorable than yet another monster fight. Just think about what would fit your dungeon theme, and try to surprise the invading players with ingeniously placed traps. Though you must keep in mind to not put too many traps in your dungeon, especially the very dangerous ones, or the players are going to complain a lot about the dungeon being unfair. - Fifth point from 10 things to do to improve your dungeon. |
| The thing I hate the most in dungeons? Thats an easy question. What I hate the most is encountering a dungeon that has key monsters that only make you waste time. The worst of them all, and by far, was that time when we had to find a small and invisible monster and kill it to open the door to continue the dungeon exploration. Why the hell do you think this is enjoyable!? The only thing you get for putting key monsters like that is a low rating! Key monsters should never be used like this! They can be used to give the invaders a bonus if they find and kill the key monster or to block a door until you find and defeat the three strong monsters, for example. And not just to make people angry because they are wasting time searching for a stupid monster that is only hiding! - Excerpt of an interview with a random DMA player. |
| You should create a balanced party when invading dungeons with other players. A lot of players only think about skills that help them defeat the boss monsters and dont consider any other aspect. Whats the good part of being able to kill a boss in under a minute, if you die when being swarmed by multiple weak enemies before you can reach it? - A tip from a professional DMA player to newer players. |
| ... Did you know that the Magic Engineers can customize the golems? Instead of having a default appearance and innate skills, they can change the units parts so that its status, innate skills, and looks fit what you want. One of the innate skills weve already seen is the one the Protobombs have: self-destruction. But there are a bunch more you can customize your units with. And as you level up and research technologies, you can unlock more of them! And the same happens with the units appearance. You can assemble them as you see fit, with certain limitations. They can also change the size of the same golem to alter its stats. You must keep in mind that in a Magic Engineers dungeon, the general rule is: the bigger a unit is, the higher stats it has. The default size is the same as humans. This is very important for golems that look similar. There are also tiers that change how the golems look and kind of break the previous rule. But then the next rule applies: the more fancy and streamlined a golem is, the stronger it is. - Random knowledge drilling done by Ricard during the Dungeon Invasion. |
| Dungeon Invasion Successful! | |
| Rewards Obtained | |
| ... |
| I didnt expect too much of this party, mainly because Laura and Clara were arguing all the time since the flamethrower trap. If everything continued that way, there was no way we could properly compete in the tournament. And much less win it. |
| This marked the beginning of a pact between two players of the evilest factions. The one that crushes the body and inflicts pain, the demons; and the one that crushes the mind and inflicts despair, the abyss. Unknown to Andreu, certain plans were starting to move in the background. What were these plans about? Its a secret meeting and they talked about secret plans, so of course Im not allowed to talk about it here. |
| The contrast between the experienced and lucky players got wider as The Mad Rats Lab continued to evolve. Generally, those who reached the end through sheer luck didnt know anything about the true dangers inside the dungeon. So the more traps, tricky mobs, and difficult situations the dungeon had, the more clueless they were when compared to those experienced players. Funnily enough, because luck was so important when clearing the dungeon, players who cleared the dungeon through sheer luck were in high demand as party members, even when they were completely clueless about the dungeon. |
| Pony was close to dying in the last fight, but he managed to kill the Lab Assistant, so it turned to be a happy ending. Even for Jonny, who died along the way. Thats because completing the dungeon or not is a team effort, so this dungeon invasion counted as his first time clearing it. After bragging to his friends and through the forums until he was satisfied, Jonny decided to try to conquer The Mad Rats Lab again. This time, without dying. And Pony went with him. |
| Sticky Trail (Innate passive skill) |
| You leave a sticky trail for 20 seconds when moving. Other units that touch it are slowed by 10% while in contact. This skill doesnt work on allied units. |
| Eyes Everywhere (Innate triggered skill) |
| If you and another unit look at each others eyes for more than 5 seconds, the other unit is paralyzed for 5 seconds. This skill doesnt work on allied units and can only trigger once every minute for every unit. |
| Death Burst - Lightning (Triggered skill) |
| After dying, explode and deal (10 + 10 * level + SPI) lightning damage to all units within 3 meters. This damage isnt increased or reduced by having higher or lower stats. |
| Lightning Elemental (Innate passive skill) |
| Negates lightning damage that deals less than (10 * level) damage. Lightning damage higher than this amount is reduced by 50%. |
| Static Discharge (Passive skill) |
| Deal (10 + SPI) lightning damage each second to yourself and to every unit within 5 meters. This skill is deactivated until theres an enemy in the same room and within 30 meters. |
| Water Elemental (Innate passive skill) |
| You are almost invisible while inside water. While inside the water, you can also move around units and alter your shape to pass through tiny holes, and your speed becomes 7 unless its already higher. |
| Not long after, Andreu uploaded a video called The Big Reveal that showed all the new units he created, as well as the effects of their skills, to the world. It was a video from the Its Alive! Its Alive! series. The video quickly became incredibly popular for the non-player populace, especially among the young girls, because the Creepy are so cute. |
| Fierce Charge (Innate triggered skill) |
| If you move at least 6 meters in a straight line before attacking, your attack deals twice the damage, stuns the target for 2 seconds, and pushes it 3 meters away from you. If the target hits an obstacle or another unit when pushed away, the stun time increases to 5 seconds. This skill only works if your STR is higher than the targets STR. |
| Trickster (Innate active skill) |
| Cost: 100 MP |
| You create an illusionary copy of yourself in your current position and you turn invisible. Both effects last up to 10 seconds. If you attack or use a skill during this time, the effect of this skill ends. The skill also ends if you take damage after 2 seconds of turning invisible. This skill has a 1 minute cooldown. |
| Fast Recovery (Triggered skill) |
| If you are outside of combat, double your HP, EP, and MP regeneration without increasing the STA and SOU spent. You are considered outside of combat after 2 minutes of not attacking or taking damage. |
| Survival Instinct (Triggered skill) |
| When you have less than 30% HP, regenerate 1% HP per second. |
| Presence Detection (Passive skill) |
| You can know the general location of enemies within 20 meters of you. |
| Minitaur Queen (Lv 3) | |||||
| HP | 1116 (930) | STA | 78 (65) | SOU | 73 (61) |
| EP | 780 (650) | MP | 900 (750) | ||
| STR | 69 (58) | CON | 73 (61) | AGI | 81 (68) |
| SPI | 72 (60) | WIL | 78 (65) | DEX | 57 (48) |
| SPD | 7 | INT | 5 | COM | 3 |
| Skills | |||||
| Active: Trickster (Innate), Acid Bubble, Light Arrow. Triggered: Fierce Charge (Innate), Fast Recovery, Survival Instinct. Passive: Presence Detection. | |||||
| Acid Bubble (Active skill) |
| Cost: 20 MP |
| Deal (2 + 0,5 * SPI) acid damage to a single enemy. There is a 10% chance that the acid sticks to the enemy, dealing an extra (0,1 * SPI) acid damage each second for 3 seconds. |
| Light Arrow (Active skill) |
| Cost: 20 MP |
| Deal (2 + 0,5 * SPI) light damage to a single enemy. There is a 10% chance that the enemy is stunned for 1 second. |
| The second part of The Big Reveal was the one most watched by DMA players. Especially for those who wanted to dive into The Mad Rats Lab, and those who already tried but failed. It started a lot of discussions about what was the best strategy to fight against the Minitaur Queen; and also about the mysterious surprises, the looks of which was the only thing revealed. |
| This is what happened to one of the first invaders to find the Monster Train inside The Mad Rats Lab. And the fate that a lot more players would meet, because they werent warned. |
| Stone Eye Kidnapper (Lv 2) | |||||
| HP | 154 (140) | STA | 13 (12) | SOU | 12 (11) |
| EP | 143 (130) | MP | 110 (100) | ||
| STR | 14 (13) | CON | 13 (12) | AGI | 16 (15) |
| SPI | 12 (11) | WIL | 15 (14) | DEX | 7 (7) |
| SPD | 5 | INT | 3 | COM | 0 |
| Skills | |||||
| Active: Web Throw (Innate). Triggered: Gods Intervention. Passive: Eternal Pain (Innate), Petrifying Eyes (Innate), Too Gross To Look At. | |||||
| Web Throw (Innate active skill) |
| Cost: 20 EP |
| You throw sticky threads and immobilize another unit for up to 5 seconds. The immobilization time is reduced the higher % of HP the target currently has. This skill has a 20 second cooldown. |
| Petrifying Eyes (Innate passive skill) |
| Every second, you have a 1% chance to petrify a unit you can see. The petrification lasts until the unit leaves your field of vision. The chance is increased or reduced if your average stats are higher or lower than the targets stats, respectively. The chances to petrify Champions and Bosses are halved and you can only petrify them up to 5 seconds every minute. This skill doesnt work on allied units. |
| Paralyzing Spores (Innate active skill) |
| Cost: 50 MP |
| Cover a 3 meter radius area with a spore cloud around yourself that lasts 5 seconds. Each second while inside the cloud, other units have a 5% chance to be paralyzed for 5 seconds. This skill has a 1 minute cooldown and doesnt work on units that have this same skill. |
| Silent Kidnapper (Lv 2) | |||||
| HP | 110 (100) | STA | 12 (11) | SOU | 9 (9) |
| EP | 121 (110) | MP | 110 (100) | ||
| STR | 12 (11) | CON | 12 (11) | AGI | 9 (9) |
| SPI | 11 (10) | WIL | 11 (10) | DEX | 6 (6) |
| SPD | 5 | INT | 3 | COM | 0 |
| Skills | |||||
| Active: Web Throw (Innate), Paralyzing Spores (Innate). Triggered: Capture Expert. Passive: Eternal Pain (Innate), Unidentifiable. | |||||
| Capture Expert (Triggered skill) |
| When you are capturing a unit and the status effect that allows the capture ends, you instead extend it for as long as the capturing process lasts. You can still cancel the capturing process and be interrupted as normal. |
| Unidentifiable (Passive skill) |
| You cant be identified for as long as you are alive. |
| After a few days, I had to reduce the number of Silent Kidnappers in the dungeon until the dungeon grew bigger, and I could build more Stasis chambers and unlock the Fleshlings. This was because they were continuously capturing useless units like Farmers, and I couldnt bring useful units I had captured in Dungeon Invasions because there was no space I almost cried in frustration when I was lucky to capture another Runesmith but had to leave it because all stasis chambers were full. |
| Terrifying Presence (Innate passive skill) |
| Every second, you have a 5% chance to apply fear to other units that look in your direction for 3 seconds. This skill doesnt stack and doesnt work on allied units. This skill can only apply fear to the same unit once every 5 minutes. The timer resets after the fear ends. |
| Your Worst Nightmare (Innate triggered skill) |
| Units that look in this creatures direction cant look away for the next 5 seconds. The duration of any Fear status effect inflicted during this duration is accumulated into a single Fear effect thats applied at the end of this skills duration. This skill can only trigger once every 5 minutes against each unit and doesnt work on allied units. Champions and Bosses cant be feared by more than 10 seconds with this skill. |
| The Tunnels Nightmare (Lv 5) | |||||
| HP | 714 (510) | STA | 37 (27) | SOU | 44 (32) |
| EP | 350 (250) | MP | 448 (320) | ||
| STR | 37 (27) | CON | 51 (37) | AGI | 23 (17) |
| SPI | 46 (33) | WIL | 28 (20) | DEX | 14 (10) |
| SPD | 6 | INT | 4 | COM | 1 |
| Skills | |||||
| Active: Alphas Howl, Corrosive Goo. Triggered: Your Worst Nightmare (Innate), Mind Break, Paranoia. Passive: Eternal Pain (Innate), Terrifying Presence (Innate), Too Gross to Look At. | |||||
| Alphas Howl (Active skill) |
| Cost: 100 EP, 100 MP |
| Release a howl that terrifies your enemies. All enemies that can hear your howl in a 20-meter radius have a 20% chance to be inflicted by Fear for 5 seconds. Always applies Fear to enemies with lower average stats than you. This skill can only apply fear to the same enemy once every 5 minutes. The timer resets after the fear ends. |
| Corrosive Goo (Active skill) |
| Cost: 60 MP |
| Throw a blob of corrosive goo in a straight line that sticks to the first unit it touches. The affected unit takes (3 + 0,1 * SPI) acid damage each second for the next 10 seconds. The effect of this skill doesnt stack if the same unit is hit multiple times, but the duration is refreshed. |
| Mind Break (Triggered skill) |
| If this unit applies stun, charm, fear, or sleep to another unit for more than 10 consecutive seconds, its mind is crippled. For the next 5 minutes, every time that unit is afflicted by stun, charm, fear, or sleep, the duration of that status effect is increased by 1 second. The effect of this skill doesnt stack, and multiple instances of this skill cant stack. |
| Paranoia (Triggered skill) |
| When this unit applies the fear status effect to another unit, the fear effect lasts for an extra 1 second and that unit takes (2 + 0,1 * SPI) psychic damage each second. |
| One of the best examples Ive ever found of the phrase status effects are king, is in The Mad Rats Lab. Have you ever fought The Tunnels Nightmare? Its a monster that basically makes you run in fear. Thats almost everything it does. It can also do decent damage depending on the situation, but the problem is with the Fear status. Im sure you already know how difficult the dungeon is. Now imagine running randomly through it because you have the Fear status and cant control your champion I see you shuddering, so it looks like you understand what Im trying to say, right? The Tunnels Nightmare is just a normal mob, stat-wise, but is considered a mini-boss for most players because of the Fear it inflicts and the situations the fear status can put you in. I still shudder every time I remember that time when I ran inside a Tunnel Mimic because of the fear effect - Excerpt of an interview with a random DMA player. |
| RUN, YOU FOOLS! Thats the only thing you can do against the Minitaur Queen! TRY to fight it and youll only make yourself KILLED! Or worse, DROPPED into the water canals and ISOLATED from your support mobs And when you come back, the boss will have completely recovered, and your mobs will be dead! Like I said: RUN, YOU FOOLS! This ain''t a boss you should be fighting! - Extract from the Chapter Relearning exploration from How to Stay Sane in The Mad Rats Lab. |
| It wasnt too long after this adventure that the soon-to-be famous guide called How to Stay Sane in The Mad Rats Lab came to life. Was it a coincidence? |
| ... There are several skills that allow you to recover HP, EP, and MP, or even STA and SOU, faster than usual, but most players dont pick them until they are around level 10. They at most pick only one that fits their build. Theres a reason for that, and it all comes down to efficiency. When you are in a dungeon, its usually better to have skills that raise the damage or the chances to survive, because it increases the chances you reach the end in a Dungeon Invasion, or beat your opponent in a Dungeon Battle. Even a skill that only gives you some utility is preferred over a recovery skill because you only need to rest for a while and most of your EP and MP will recover automatically. But this all changes when you have higher stats. When both you and the dungeon mobs have higher stats, you need to use more skills, or use stronger ones, to keep up with the enemies. This means both EP and MP get depleted as fast as when you are low level, but they take a lot more time to fill up. This is when recovery skills are needed. - As much as Andreu and Laura tried to stop him, Ricards enthusiasm for the incoming tournament made him start another knowledge drilling session. |
| Reached player level 5! |
| - Puzzle rooms unlocked - Received 4 x Stasis chamber - Received 3.500 cp |
| ... As you have already seen, the slimes are the perfect units to be used in traps. It isnt about being ready for an ambush when the invaders are facing a trap, which of course they also excel in, but more about being part of the trap itself. Slimes that drop on your face, invisible slimes you cant see until they engulf you, a slime that camouflages as a rock or a water puddle These are just a few of the many examples of traps in which the slimes are part of the trap. But my favorite one, and you must agree its incredibly nasty, is - Random knowledge drilling done by Ricard during the Dungeon Invasion. It was relevant information, so nobody could stop him. |
| Too much of anything can make other players get tired of your dungeon. Too many zombies make your dungeon a slog, too many arrow traps make your dungeon uninteresting, and too many dragons make your dungeon impossible to clear. This also applies to decorations. If the players only see or fight the same all the time, they can get bored easily. - Second point from 10 things to do to improve your dungeon. |
| Grand Finale (Active skill) |
| Cost: 100 HP, 100 EP, 100 MP |
| After two seconds of invulnerability, deal (50 + 3 * SP + 0,5 * Max HP) light damage to every other unit in a 10-meter radius area around yourself. After using this skill, all your stats are reduced to 1/4 of the original value until the end of the Dungeon Invasion or Dungeon Battle. This skill can only be used once per Dungeon Invasion or Dungeon Battle. |
| Dungeon Invasion Successful! | ||
| Rewards Obtained | ||
| ... | ||
| Warning! | ||
| You dont have enough capacity to bring all the captured units with you. You only have these stasis capsules available: 1x Giant stasis capsule 3x Stasis capsule |
| Its possible for somebody to be overwhelmed by visual effects while playing DMA. If you are affected negatively by the visual effects, go to the Settings menu and change the visual effects options. Also go there in case of color blindness or visual-related illnesses. - Bits of information from DMAs player manual, which most players dont ever read. Some dont even know it exists. |
| Rotating Swipe (Active skill) |
| Cost: 70 EP |
| Deal (5 + STR) physical damage to every enemy in a 1-meter radius around yourself. |
| Mighty Blow (Active skill) |
| Cost: 100 EP |
| Deal (20 + 2 * STR) physical damage to a single enemy. |
| You have died! |
| The Tunnels Nightmare? The orc completely forgot about it because of how much fun he had fighting against the Monster Train. And a few days later, these were his words after fighting the Monster Train: Nooo! Why cant I beat those seemingly weak monsters!? Is this really all my skill and fighting prowess amount to? Will I ever be able to defeat them in a straight fight!? Aaaaagh, my orcs pride How can I say I still have it after being defeated so many times by the same enemies? Will I be able to recover it in the future? But thats a story for the future. |
| Monstrous Hybrid |
| Research cost: 1.000 cp, 500 food, 500 metal. Research time: 8h |
| Similar to normal Hybrids, this humanoid unit needs two bodies to be created. But instead of both being humanoid, one of the two bodies can be from a non-humanoid unit. The shape of the Monstrous Hybrid will be humanoid and can thus be used as a Champion. Monstrous Hybrids inherit the innate skills of the original units, and their stats are the sum of the original units. The cp cost and cp value of this unit is the same as the sum of the two units used to create it plus 50 cp. |
| Slime Spit (Active innate skill) |
| Cost: 20 EP |
| Deal (2 + 0,8 * STR) physical damage to a single enemy and slow it by 20% for 5 seconds. This skills effect doesnt stack. |
| Sprinter (Passive skill) |
| Increases the units Speed stat by 1. |
| Panicky Spitter (Lv 1) | |||||
| HP | 200 (200) | STA | 13 (13) | SOU | 12 (12) |
| EP | 170 (170) | MP | 130 (130) | ||
| STR | 13 (13) | CON | 16 (16) | AGI | 8 (8) |
| SPI | 12 (12) | WIL | 10 (10) | DEX | 32 (32) |
| SPD | 6 | INT | 6 | COM | 0 |
| Skills | |||||
| Active: Slime Spit (Innate). Passive: Sprinter. | |||||
| Dont be distracted by the other stuff! The most important thing you MUST remember in this damned dungeon is to ABSOLUTELY NEVER allow a single Panicky Spitter to run away from the room you find it! Block the exit with support mobs, focus on them first while ignoring the other enemies, and then nuke the whole room with your biggest AoE skill Whatever you do, NEVER allow a single one of them to leave the room! Otherwise, it can turn into an eternal chase through the dungeon, and YOURE NOT GOING TO ENJOY IT! You can say that its the WORST mistake you can make. And its easy enough to prevent it, so DONT FORGET! - Extract from the Chapter Important things to look out for from How to Stay Sane in The Mad Rats Lab. |
| Hellfire - Lv 2 (Active skill) |
| Cost: 180 MP, 30 MP per second |
| Ignite a 10-meter radius area with hellfire. Units inside the area take an initial (10 + SPI) fire damage and an extra (2 + 0,2 * SPI) fire damage each second. |
| Upgrades |
| Soul Burn: 30% of the damage dealt is calculated as if the affected units had 0 WIL. |
| Untouchable - Lv 2 (Passive skill) |
| Increase the damage from skills that require touch by (1 + 0,1 * SPI). |
| Upgrades |
| Death Touch: Increase the extra damage by an extra (1 + 0,1 * SPI). |
| Paralyzing Touch (Triggered skill) |
| Every second you touch an enemy unit, you have a 5% chance to paralyze it for 3 seconds. The paralyzing chance increases by 1% each second you touch it, and it resets when the enemy is paralyzed. Champions and Bosses cant be paralyzed for more than 5 seconds every minute with this skill. |
| Mad Rat (Lv 6) | |||||
| HP | 555 (370) | STA | 39 (26) | SOU | 48 (32) |
| EP | 450 (300) | MP | 615 (410) | ||
| STR | 37 (25) | CON | 52 (35) | AGI | 52 (35) |
| SPI | 63 (42) | WIL | 46 (31) | DEX | 48 (32) |
| SPD | 7 | ||||
| Mad Rat - Skills | ||
| Active | Triggered | Passive |
| Rat Transformation (Innate) Chain Lightning Cold Blast Grand Finale | Shared Voltage - Lv 2 (Battery) Lightning Shield | Mana Attuned (Innate) Mana Core (Innate) Maniac - Lv 2 (Expert) |
| I never expected the surprises I would find in the tournament. Especially not one surprise related to the rising popularity of The Mad Rats Lab. |
| By the time the tournament started, The Mad Rats Lab had already surpassed the game barrier and infected some of DMAs staff. It was inevitable after so many posts from players talking about it. |
| You have died! |
| Andreu and his team didnt know about this until later, but the random weird monsters part of the dungeon was creating many more victims than they expected. Mostly because the invaders didnt know how to fight against them, but also because of the mistakes they made. Even so, the only team to suffer complete defeat in that part of the dungeon was the first one. Lets say that they got four free kills thanks to someones recklessness, and the chain of events it generated. |
| ... As I already told you, most teams design a very lethal dungeon for this first phase. This time we found something like an alarm trap that called all monsters to our position, a very nasty one. But once we enter the next dungeon, who knows what were going to encounter. You must stay alert all the time! Because the only sure thing is that all other players will have planned nasty and deadly encounters for us. Remember that the way you design dungeons for Dungeon Invasions or Dungeon Battles is different! The latter also applies to the tournament. For Dungeon Invasions you try to make the players enjoy the diving experience, but in Dungeon Battles you want to kill them as soon as possible. Though the definition of fun differs from one player to another, so its possible to find normal dungeons where they try to kill the enemy invaders too - This was part of the knowledge drilling done by Ricard in retaliation for ignoring him in his phantasmal form. |
| Heavy Armor (Passive skill) |
| Reduce the physical damage you receive by 30%, but your speed is reduced by 1. |
| Dauntless (Passive skill) |
| When facing an enemy with at least 20% higher average stats than you, increase all damage you deal by 20%. |
| Its easy to get distracted and stop looking at your surroundings during a battle. Thats why assassin units are one of the most feared units when playing this game. - Basic knowledge every DMA player knows, or is forced to acknowledge after getting killed by one. |
| Sometimes, youll need to know if whats ahead is a trap or not. In those cases, ask yourself this: DOES IT LOOK LIKE A TRAP? If the answer is NO, its probably a hidden trap trying to take you by surprise. Try to avoid that area if possible, they are usually very dangerous. If the answer is YES, its also probably a trap, only that it isnt as hidden as the other ones. Its best to avoid them if possible too, as they tend to be very dangerous. By now you might be thinking: then, how am I supposed to proceed if EVERYTHINGs a trap and EVERYTHINGs dangerous? To this, I must answer: welcome to THE MAD RATS LAB! - Extract from the Chapter Before we get into the serious stuff from How to Stay Sane in The Mad Rats Lab. |
| The increasing popularity of The Mad Rats Lab led to lots of players knowing about it, and those players further increased its popularity in turn. And as always happens when lots of humans like or talk about the same thing, factions emerge. There were those who liked surprises and the unexpected, who called themselves explorers; those who enjoyed suffering, called masochists; speedrunners who competed for who cleared it faster; those who wanted to see others despair, also called recruiters... But the most deranged of them treated the dungeon as a holy site, the player who created it as a god, and the lessons learned in the dungeon invasions as gods teachings. You know, the usual stuff that happens when you put a bunch of crazy people together. In this tournament, the world was about to learn about the Mad Rats Cult and its followers, the Mad Cultists. As well as the most deranged of them all, who the others called Leader. |
| Shadow Veil (Active skill) |
| Cost: 20 EP, 20 MP; 2 EP, 2 MP per second |
| A dark veil covers you, shrouding your presence. Enemy units have a harder time noticing your presence, effectively reducing the range at which they can spot you. This skill doesnt work on enemy Champions and Bosses. |
| Poison Cloud (Active skill) |
| Cost: 30 MP, 5 MP per second |
| Create a 10-meter radius cloud of poison. Units inside the area take (1 + 0,1 * SPI) poison damage each second. |
| Magic Missiles - Lv 3 (Active skill) |
| Cost: 10 MP, 5 MP per missile |
| You launch up to 10 magic missiles against any number of units. Each missile deals (2 + 0,2 * SPI) arcane damage. |
| Upgrades |
| Effective Cast: Reduce the MP cost of each missile by 1 (4 MP). |
| Targetted Missiles: Add tracking to each missile, making them very difficult to evade. |
| Zombie Resilience (Passive innate skill) |
| You have a 30% chance to survive any physical attack that would kill you with 1 HP. |
| Wail (Active innate skill) |
| Cost: 200 MP |
| Release a powerful wail that travels for 20 meters. Every enemy unit in range takes (5 + 1 * SPI) psychic damage and has a 50% chance of being stunned for 5 seconds. This skill can only stun the same enemy once every 5 minutes. The timer resets after the stun ends. |
| This team, called Sword&Sorcery, was a group of friends who liked TTRPG a lot and decided to play DMA as a team. After all, whats better than customizing your character as you like, and diving into real dungeons instead of imaginary ones? Wizardess, Rogue, Barbarian, and Druid are the nicknames they themselves wanted to be called as, as well as their actual nicknames in the game. Why those generic names? At first, they used them to help them avoid using their real names by accident. But then they got used to the nicknames and decided to keep using them. - Stuff Andreu and the rest learned later on, during the Main Tournament phase, when looking for information about the other teams. |
| Sometimes, Andreu himself recorded videos of him diving into his own dungeon and dying a horrifying death; most of them inspired by the actual deaths of other players who invaded his dungeon. He tended to exaggerate everything or make it more realistic by doing things that were not possible in the game, like sliding over slime thats supposed to only be a visual effect. |
| Point Calculation | ||||
| Dungeon Invasions | Dungeon Cleared | Completion Bonus | Deaths | Total Points |
| Dungeon 1 | 100 points | (28%) 7 points | (x1) -20 points | 87 points |
| Dungeon 2 | 100 points | (96%) 24 points | (x1) -20 points | 104 points |
| Dungeon 3 | 100 points | (74%) 18 points | - | 118 points |
| Dungeon 4 | 100 points | (100%) 25 points | (x1) -20 points | 105 points |
| Dungeon 5 | - | (53%) 13 points | - | 13 points |
| Total Attack Points | 427 points | |||
| Dungeon Defense | Party Wipes | Enemies Killed | Total Points | |
| (x1) 100 points | (x5) 100 points | 200 points | ||
| Final Points: 627 points! | ||||
| Congratulations! |
| Your team has enough points to enter the Main Tournament! We wish you the best of luck in your incoming battles! |
| The Wicked Legions special resource? Im sure you already know, but the demons enjoy tormenting their victims. And whats the best way to represent it in a game? Fufufu! You guessed it! Its to attack units inflicted by status effects! We obtain Sadism points by charming our victims, poisoning them, applying stun or paralysis, blinding them And then hitting them as hard as possible! Fufufu! The more the status effect lasts, and the more damage they receive, the more Sadism points we obtain! Thats why, when we play together, I like to use the Charming Eyes skill and also want to hit enemies with my whip, which can momentarily immobilize enemies! So Andreu, do you want to try it a little? You know, you and me, alone, tonight Fufufu! - This time it was Lauras turn to torment Andreu with the games knowledge. Though she maybe went a little bit overboard with the roleplay at the end. |
| Regardless of what strategy you choose, dont hesitate. Of course, plan around your opponents strong and weak points, but once you decide, commit to it. The worst thing you can do is waste time. Oh, and you should have some way to communicate with your team. There are always unexpected events and you must be able to react to them. - Tips from a veteran DMA player for new teams participating in DMAs Main Tournament. |
| Poison Sting (Active skill) |
| Cost: 30 EP, 10 MP |
| Attack one enemy with your weapon, dealing the normal weapon damage plus an extra (1 + level) poison damage each second for 10 seconds. This skill can stack up to 5 times, and every time its stacks increase, the duration refreshes. |
| Vitality Aura (Passive skill) |
| You and all units within 10 meters of you recover 1 HP every 10 seconds. |
| Good Follower (Lv 2) | |||||
| HP | 297 (270) | STA | 14 (13) | SOU | 8 (8) |
| EP | 253 (230) | MP | 110 (100) | ||
| STR | 25 (23) | CON | 28 (26) | AGI | 13 (12) |
| SPI | 12 (11) | WIL | 24 (22) | DEX | 18 (17) |
| SPD | 6 | INT | 5 | COM | 1 |
| Skills | |||||
| Active: Poison Sting. Triggered: Bloodlust (Innate). Passive: Stoneskin (Innate), Vitality Aura. | |||||
| It was very soon that a meme of the Mad Rat appeared in DMAs forums. In it, the Mad Rat was making a weird face, looking retarded, with the text Followers, follow me! right below. Andreu knew it was coming when his followers learned the real name of his newest creations. |
| After the Followers, follow me! meme, the next one to appear in the DMA forums was Mad Rats surprised expression when killing the last fairy with the staff after ducking, with the All went according to plan! text. All those memes were in retaliation for the horrible experiences some players had in The Mad Rats Lab. To vent out their anger. Andreu always believed they were to make fun of him, though he didnt care at all. |
| As everybody expected, Laura was killed, and both Sofia and Andrea survived. But she managed to deal enough damage and delay them for enough time, preventing the enemy team from destroying their core, and giving Andreu enough time to win the match. |
| Soon, one of the most famous matches in DMAs history would happen. The sheer craziness contained in it made most players look in awe at the Flesh Monstrosities faction, as well as the two players behind everything that occurred in that match. |
| "I think Ive never been as angry as that day. The shame. The fear of other people thinking I was one of them Or worst, their founder and leader. At that time, my brain could only think of one thing: Ill make you regret this! You want despair? Then despair youll have!" |
| Trample (Innate triggered skill) |
| You can move over units significantly smaller than you. When moving over another unit, it takes (3 + 0,2 * STR) physical damage per second, and theres a 10% chance the unit gets stunned for 1 second. This skill can only trigger when moving at least at speed 5. |
| I almost died when I saw the replay of the match. I couldnt stop laughing for a whole day. I never expected Ricard, Laura, and Clara to do what they did. |
| The Dungeon Masters Arena torment was always a source of inspiration for players. A source of inspiration to create memes. But the amount created in this tournament was an authentic flood compared to the previous iterations Im sure you know why. |
| A few viewers thought everything happening in this match was previously arranged by the participants because it was too good to be true, and everyone was doing whatever they wanted instead of focusing on the match. Everyone except for Ricard, Laura, and Clara, the unrelated players. Later on, when things started to get truly crazy, they understood it wasnt possible. Because nobody can feign emotions as well as the ones displayed by the players in this match. |
| Not long after the tournament, a new series of videos called The Dark Teachings was created. Contrary to what youre thinking, it was Andreu who created them. He knew the fanatics wouldnt miss this chance, so before they created something dangerous that gave him a whole new wave of headaches, he took the initiative and used the new videos to further increase his growing fame. This new series soared in popularity and left both previous series - the Its Alive! Its Alive! and the Mad Rats Eccentricities - in the dust. The first two were oriented to a certain public, and not everyone enjoyed watching them, but this one there wasnt a single DMA player who didnt want to improve their dungeon, or who wanted to miss the chance to learn from the highly acclaimed Evil Mastermind. The era of piratery, I mean the era of player misery had just started! What he didnt know at that time was that a certain group of people would turn these videos into their future holy scriptures. Holy scriptures that werent holy, nor scriptures Not that they cared about it. |
| To ensure the viewers could enjoy everything during the tournament matches, the DMA staff activated a special filter to show everything that was invisible or couldnt be seen by the players. Units using the Invisibility spell, camouflaged units, transformed mimics, and water elementals submerged in the water were a few of the affected units. Thanks to the filter, all the viewers could properly see what was dragging Ricard and Laura away, as well as enjoy Claras fight: the most disturbingly fascinating fight that happened in the DMA tournament including both the first and second matches. A nightmare for some viewers, an amazing dream for others. |
| Earth Elemental (Innate passive skill) |
| While not moving, reduce all damage dealt and received by 50%. |
| This was the end of the second round match of the Knights of the Round Table team. They got unlucky because they had to face the audiences favorite team, the one expected to win this tournament: the Dragon Knights. As expected, they lost the match. |
| This day was the birth of the self-proclaimed first apostle. One of the stronger players in the Mad Rats Cult - stronger as in having one of the most dangerous dungeons - as well as the only direct disciple of the Mad Rat. Although they werent Andreus disciples, from this day until DMA closed the games servers, the strongest players in the cult were called apostles too. And although the Leader maintained his position, from now on, he would need to ask the apostles for their opinions. Andreu didnt know yet, but this whole apostle thing would only give him many more headaches in the future than he expected. He decided to play teacher, so he would have to face the consequences. |
| If most of what happened up to this point was giving me nothing else but headaches, the only single thing that didnt was also the most surprising one. Because, while inside the craziness, this was the only normal thing the enemy team did so far. Still, I couldnt understand how could there be two champions of the same player at the same time. I must admit, they did manage to bring me despair with this. |
| After this match, Clara finally won the long-awaited head pats, accompanied by the you did well praise she much wanted. Andreu did it in real life to avoid that disgusting and slimy texture her champion has, which he hated so much. In Andreus opinion, she really deserved it. After all, he was dead and the enemies could go and win the match at any moment they so desired though first, they would have to stop laughing like deranged maniacs and proclaiming to the world their beliefs. By the way, when the match ended, Laura and Ricard were still mining inside the giant monster. |
| Every faction has lots of options when it comes to building their dungeons, but there are some that are more difficult to predict than the others because they have more freedom. The thing is that, in PvP, its important to exploit what you know about your enemy and use that information to your advantage. Exploit your enemys weakness if you can, and protect yours. A difficult thing to do against the most versatile factions. Thats why, in my opinion, the worst factions you can play against, when it comes to predicting what the enemy player will bring to the match, are the Flesh Monstrosities and the Magic Engineers. Youll never know for sure what units will the former use, nor what machines will the latter one have. Though, luckily, there are very few players in the high rankings that play the Flesh Monstrosities, so we dont have to worry too much about them. - Excerpt of an interview with a high-ranking DMA player. |
| What I enjoy the most is using the enemys plans against themselves. If you know what the enemys going to do next, its very easy to thwart their plans and use them to your advantage. - Famous phrase from one of the oldest highest-ranking players, in the top 100 ranking. |
| Did you REALLY think you UNDERSTAND whats happening in this damned dungeon, and that theres NO NEED to worry at all!? Then I ask you to share your strategy with me. Because if there''s ONE SINGLE FUCKING THING you should never assume, is that you know how this dungeon works! The player who designed this dungeon is the master of deceiving people! The greatest liar! The most unpredictable player youll ever find! Every time you think something works in a specific way, youll find it actually doesnt, and only get yourself killed. Or the other way around, when you think something is dangerous, its actually harmless. It might even be that something looks exactly what it is maybe, I dont know. If you believe Im wrong, PROVE, IT, TO, ME. Im sure the Evil Mastermind is chuckling at your futile efforts. - Extract from the Chapter Relearning exploration from How to Stay Sane in The Mad Rats Lab. |
| As the tournament continued, there was a certain rumor spreading through the viewers, a rumor about the Dragon Knights team and, in particular, their leader: Makarel. It was something Andreu and his friends would discover soon enough. |
| By this point in time, both The League of Evil and the Dragon Knights were quite well known because there were only a few teams remaining. And after their match against All Shall Despair, which went viral because of the sheer craziness contained in it, their match against the audiences favorite team was the one most people were waiting for. A match that would bring a big surprise to everyone: both the viewers and participants. |
| Up to this point, this was the most boring game of the tournament. Watching Makarel slaughter her way through the dungeon as her supposed opponents were sitting on chairs and watching everything happen, wasnt very interesting. Everything would change starting from this point. |
| Not long after the conversation between Andreu and Marta, and using the rumors that were already circulating as a base, the viewers found the truth about Makarel. That she was one of the most famous players, and that she was using a side account so that she wouldnt be recognized. Some players complained about it being unfair. But the DMA staff ignored them, explaining that everything in the tournament is balanced and the only thing that matters is the players skill. And that only the dungeon stuff unlocked at or before player level 5 could be used, so everyone was playing on the same limitations and the matches were fair. |
| Dragons Wrath (Active skill) |
| Cost: 200 EP, 200 MP |
| For the next 1 minute, you are invulnerable, and all your stats are increased by 20%. After this time ends, your maximum HP becomes 1 until the end of the Dungeon Invasion or Dungeon Battle. This skill can only be used once per Dungeon Invasion or Dungeon Battle. |
| You know whats the worst about dying? Its having to wait for the match to end, without being able to talk to anybody. Luckily, Ricard managed to distract me with his antics and not-so-good tactics. And they call me crazy |
| Surprising everyone, even themselves, The League of Evil defeated the Dragon Knights and reached the semifinals. What nobody expected was the influx of viewers, curious about the team who defeated a professional player. The next match, the one against the Sword&Sorcery team, would reach the highest viewership of them all, including those matches between high-ranking players at the level 20 tournament. The League of Evils popularity, as well as its awfully lame name, was skyrocketing. Would they reach the moon, or self-destruct midway? Though most viewers wouldnt mind the former, the general opinion was closer to the latter. |
| All ends well that ends well. After talking about it for some time, we agreed to try to restore our original relationship. Now, lets see how long this peace lasts for |
| Maybe, if we heeded Claras persistent insistence to invade the enemys dungeon, the result of this match would have been a lot different. |
| Arcane Vision (Active skill) |
| Cost: 20 MP, 2 MP per second |
| Mark an area you can see, up to 50 meters away maximum. While the skill is active, you can change your vision and see things as if you were in the marked area, or return to your champions point of view at any time. Can only have 1 area marked at the same time. |
| The thing you need to worry about the most in a PvP match, unlike what most players believe, isnt the strongest skills the enemy player can use, but those that bring utility. If you arent prepared for certain situations, a single utility skill can break your whole strategy. A few examples are an invisibility skill turning all your guards useless, or a taunt skill allowing the enemy to exploit a death-burst skill to kill all your monsters. Sometimes, even a skill that only allows the enemy to see ahead, is enough. You should fear those utility skills. So, if you dont want to cry later on, plan your PvP dungeons taking them into account. - A tip from a professional DMA player to newer players. |
| MUSHROOMS! Mushrooms on the ground, mushrooms hidden behind a wall, mushrooms hidden behind a rock, and mushrooms inside crevices. Mushrooms on the ceiling, mushrooms under the bridges, mushrooms on top of mushrooms, mushrooms inside mushrooms, mushrooms that are creatures, and creatures that are mushrooms. Giant mushrooms, mini-mushrooms, glowing mushrooms, mushrooms with faces, mushrooms that make noises, and mushrooms that laugh at you. Poison mushrooms, Sleeping mushrooms, Paralyzing mushrooms, Fear mushrooms, and more Poison mushrooms. Freezing mushrooms, Burning mushrooms, Exploding mushrooms, even more Poison mushrooms, Blinding mushrooms, Instant-death mushrooms Did I forget the FUCKING POISON MUSHROOMS!? Mushrooms! MUSHROOMS! MUUUUUSHROOOOOOMS! Mushrooms EVERYWHERE! In this damned crazy dungeon, theres nothing that even resembles a safe place! Crazy!? YOU say IM the one whos crazy!? Im not! Oh, but there are Frenzy mushrooms too I almost forgot about them. - Extract from the Chapter Relearning exploration from How to Stay Sane in The Mad Rats Lab. |
| Entangle (Active skill) |
| Cost: 50 MP, 10 MP per second |
| Immobilize every unit in a 10-meter radius for up to 5 seconds. The duration is reduced against units with higher average stats than you. |
| Wizardess plans always work. This was the general consensus among all viewers. Except this time, for the first time in the whole tournament, her plan didnt go as she expected. |
| Emergency Escape (Active skill) |
| Cost: 50 EP, 50 MP |
| Mark the area you are currently in. When you activate this skill, you can teleport any number of allied units you can see to the marked area. After the teleport, all units lose all their current EP and MP. This skill can only be used once per Dungeon Invasion or Dungeon Battle. |
| There was only one way to describe that fight: Total Annihilation. |
| The fanaticism of a certain group of people turned so aggressive that, especially in public forums and chats, it was taboo to mention the name Evil Mastermind, or the Mad Rat one unless they wanted them to appear. |
| Most viewers accepted the judges decision for the Sword&Sorcery team to win the match because they based their decision on an indisputable fact. But the actual consensus was that the actual winners of the tournament were the League of Evil. Even their most devout followers had to agree that Sword&Sorcery might have been eliminated long ago if they had to fight the same matches as The League of Evil did. Especially in those matches against All Shall Despair and the Dragon Knights. |
| Reached player level 6! |
| - Advanced units unlocked - Advanced dungeon elements unlocked - Maximum invaders in a party raised to 3 - Received 5 x Stasis chamber - Received 1 x Giant stasis chamber - Received 5.000 cp |
| ...Im sure you know by now, but there are five factions that are considerably easier than the others, especially at the beginning. This is because they have easy access to their special resource, which means they can progress a lot faster than the other factions. Most players that want to start fast, pick one of these five and switch to another one they like more when they are at a higher level. Do you want to know which factions they are? They are these five: The Iron Shield, or the humans, only need to create a bunch of farms to increase the number of Farmers, their basic unit. Thats why theyre so succulent for the undead: they always have lots of weak units. The dwarves, the Stone Lords, are similar but work with metal and mines instead of farms, though their units arent automatically created. The Sylvans or elves obtain it passively depending on the number of trees in their dungeon. There are also other conditions, but this is the basic gist of it. Then comes the Savage Horde, the orcs, goblins, etc. They obtain their special resource by attacking and getting hit, thats why they prefer melee over ranged combat. In general, the more the battle lasts, the more they obtain. And of course, the best of them all is the Eternals, or undead if you like. We only need to kill other units to obtain our special resource, called Souls. Its so easy! As long as they arent constructs, everything counts! Mmm, juicy, tasty souls! As you can see, theyre considered easy because they obtain their resource passively, or its incredibly easy to obtain, even if you do nothing and wait for other players to invade your dungeon. Any other faction has a lot more trouble obtaining their special resource. I must say you did choose badly when it came to this because the Flesh Monstrosities are the worst of them all you need to actually go into a specific dungeon to not only find but also capture the unit you want before it dies. You have to prepare so much and think ahead for everything you want to do before you can put it into action - Random knowledge drilling done by Ricard. Andreu was sure he did it on purpose, to rub salt into the wound. |
| Meat grinder |
| Research cost: 1.000 cp, 200 food, 500 metal. Research time: 6 h |
| Unlocks the Meat Grinder, a building needed to create those units that can use any amount of bodies to create them. |
| Pounce (Triggered skill) |
| If you move at least 6 meters in a straight line before attacking, your attack deals 50% more damage and has a 50% chance to stun the target for 2 seconds. |
| Shared Senses (Passive skill) |
| You share your senses with every other allied unit with this same skill. This only works if youre within 100 meters of one another. |
| Hauntling (Lv 3) | |||||
| HP | 252 (210) | STA | 24 (20) | SOU | 9 (8) |
| EP | 216 (180) | MP | 144 (120) | ||
| STR | 24 (20) | CON | 22 (19) | AGI | 34 (29) |
| SPI | 13 (11) | WIL | 16 (14) | DEX | 12 (10) |
| SPD | 7 | INT | 3 | COM | 1 |
| Skills | |||||
| Active: Blink. Triggered: Pounce. Passive: Nature Attuned (Innate), Regeneration (Innate), Shared Senses. | |||||
| Sometimes, the success of a Dungeon Invasion depends more on the Champion you pick than you would expect. For example, bringing a mermaid to an underwater dungeon might trivialize or at least simplify some of the dangers in it. To answer your question, if you want to invade the Evil Masterminds dungeon, youll have an easier time if you have the Nature Attuned skill. With an elf, a Flesh Monstrosity with that skill, or some other skill with similar effects, you can ignore the mushrooms everyone fears. Its what I like to call Easy Mode. Or you can also look at it this way: the invasion is going to be hell if you use any Champion that doesnt have this skill. - Excerpt of an interview with a high-ranking DMA player. Sometime in the future, it wasnt weird to be asked these kinds of questions if you were a DMA player. |
| Weirdy |
| Research cost: 500 cp, 200 food. Research time: 3 hours |
| A critter unit. This unit needs three critter bodies to be created. It inherits the aspect, innate skills and stats of one of the bodies, plus the innate skills of all of them. The cp cost and cp value of this unit are the same as the sum of all the units used to create it plus 5 cp. |
| Amalgam |
| Research cost: 12.000 cp, 2.500 food, 1.500 metal. Research time: 1 day |
| Abominations of flesh composed of parts of three humanoid units. Every Amalgam inherits the innate skills of its original units, and their stats are the sum of the original units. The cp cost and cp value of this unit are the same as the sum of the three units used to create it plus 30 cp. |
| Chimera |
| Research cost: 15.000 cp, 3.000 food, 2.000 metal. Research time: 2 days |
| Abominations of flesh composed of parts of three non-humanoid units. Chimeras are naturally resilient to pain, because of the eternal torment they suffer for simply existing. Every Chimera inherits the innate skills of its original units, and their stats are the sum of the original units. Also, all Chimeras start with the Eternal Pain innate skill. The cp cost and cp value of this unit are the same as the sum of the three units used to create it plus 50 cp. |
| Flesh Golem |
| Research cost: 20.000 cp, 7.000 food, 5.000 metal. Research time: 2 days |
| A strong unit formed by the flesh and blood of multiple enemies. You need to provide bodies worth at least 1.000 cp for its creation. Flesh Golems will inherit a maximum of three innate skills from the original units used to create them. |
| ... Do you know whats worse than having to spend a lot of time and effort to capture the units youre going to use in the future? Its spending a lot of time and effort to capture units and then creating completely useless monsters with them. Believe me when I say this because Ive seen players make Hybrids that are worse than any of the two units used to create them. I assure you, you dont want to be one of those players. Ask yourself this question first: What role do you want the monster you create to take?. If you already have an idea of what you want, sure, go for it. But if you dont, first search for two units that already do what you want; or find something nasty, then fuse them together, and make them even better! Lets use an example here. If you want a melee attacker, you can pick an orc, which is a decent unit for that role. Then, lets say you want to make it very, very dangerous. You just need to smack an Invisible Stalker together and bam! you have an invisible killing machine. Now you only need to change the AI so that it targets the mages and archers at the back Fufufu! Hahaha! Can you imagine? Its going to be awesome! For you, not for the invaders, but who cares about the invaders anyway? - Fragment from Introduction to the Flesh Monstrosities, one part of The Dark Teachings series. This episode, in particular, was the beginning of an onslaught of invisible orcs in the Flesh Monstrosities dungeons. A not-so-good event for most of the other players, leading to a new meta: tanks in the front, weaklings in the middle, and tanks at the back too. There was even one player who went a step further and created an all-invisible dungeon. A dungeon where only dauntless (or crazy) players dared to invade; but thats another story. |
| If you want the players to remember your dungeon, it should always have a theme. Its also possible to have multiple themes, but its difficult to find a proper balance between them. Choose wisely. But having a theme doesnt mean the whole dungeon should look the same and have similar enemies. Players quickly get tired of that. Instead, create areas that complement the theme but are different from one another. For example, if your dungeons theme is zombies in a graveyard, dont just create a gigantic graveyard filled with buried zombies. Add some catacombs with elite undead, create a labyrinth underground filled to the brim with skeletons, or put the graveyard next to a foggy forest with spirits and phantoms. - Third point from 10 things to do to improve your dungeon. |
| Echolocation (Innate passive skill) |
| You dont need light to see and the Blind status effect has no effect on you. |
| Corrosive Body (Innate triggered skill) |
| When you make a melee attack, deal an extra (5 + 0,3 * CON) acid damage over the next 3 seconds. This skill doesnt work on units that have this same skill. |
| Silence (Active skill) |
| Cost: 20 MP, 5% Max MP per second |
| Both you and another unit cant talk or use active skills until this skill ends. This skill can only silence enemy Champions and Bosses for a maximum of 5 seconds unless its used by a Champion or Boss. The timer resets one minute after the silence ends. |
| Isolation (Triggered skill) |
| You deal 30% extra damage if the target doesnt have any allied unit within 5 meters. |
| Corrosive Choker (Lv 2) | |||||
| HP | 165 (150) | STA | 12 (11) | SOU | 11 (10) |
| EP | 132 (120) | MP | 99 (90) | ||
| STR | 13 (12) | CON | 15 (14) | AGI | 9 (9) |
| SPI | 9 (9) | WIL | 8 (8) | DEX | 5 (5) |
| SPD | 6 | INT | 3 | COM | 0 |
| Skills | |||||
| Active: Silence. Triggered: Corrosive Body (Innate), Isolation. Passive: Eternal Pain (Innate), Echolocation (Innate). | |||||
| Survival Instinct (Triggered skill) |
| When you have less than 30% HP, regenerate 1% HP per second. |
| Monster Key (Lv 1) | |||||
| HP | 160 (160) | STA | 12 (12) | SOU | 9 (9) |
| EP | 240 (240) | MP | 100 (100) | ||
| STR | 14 (14) | CON | 24 (24) | AGI | 3 (3) |
| SPI | 10 (10) | WIL | 24 (24) | DEX | 11 (11) |
| SPD | 3 | INT | 7 | COM | 0 |
| Skills | |||||
| Active: Mimicry (Innate). Triggered: Survival Instinct. Passive: Eternal Pain (Innate), Earth Elemental (Innate). | |||||
| Smack EVERY access card you see until you get TIRED of it or until the mimic whos imitating it dies! Then, repeat the process A. FEW. MORE. TIMES. It might be a mimic that survived your previous attacks! Ill never get tired of repeating this. You REALLY need to be sure the access card in your hands is the REAL ONE, or youll regret it when you have to come back to the area you found it and look for the card again. You dont want this, right!? Then, CONTINUE ATTACKING it for as long as you need to be sure. - Extract from the Chapter Relearning exploration from How to Stay Sane in The Mad Rats Lab. |
| Invisible Horror (Lv 7) | |||||
| HP | 304 (190) | STA | 20 (13) | SOU | 24 (15) |
| EP | 176 (110) | MP | 256 (160) | ||
| STR | 17 (11) | CON | 24 (15) | AGI | 20 (13) |
| SPI | 27 (17) | WIL | 22 (14) | DEX | 28 (18) |
| SPD | 5 | INT | 5 | COM | 1 |
| Skills The narrative has been illicitly obtained; should you discover it on Amazon, report the violation. | |||||
| Active: Draining Touch - Lv 2 (Mana Drain). Triggered: Gods Intervention - Lv 2 (Lasting Protection). Passive: Eternal Pain (Innate), Water Elemental (Innate), What Should Not Be Seen (Innate) - Lv 2 (Extreme Horror), Unidentifiable, Weakening Aura. | |||||
| Gods Intervention - Lv 2 (Triggered skill) |
| When you would be killed, you are reduced to 1 HP instead and ignore all damage and status effects for the next 5 seconds. Can only be triggered once per Dungeon Invasion or Dungeon Battle. |
| Upgrades |
| Lasting Protection: Extend the invulnerability time to 10 seconds. |
| What Should Not Be Seen - Lv 2 (Innate passive skill) |
| Other units that can see this unit lose 5 MP per second. If the unit has no MP, the SOU is reduced by 1 every five seconds instead. Multiple instances of this skill increase the MP loss by 1. This skill doesn''t work on allied units. |
| Upgrades |
| Extreme Horror: Increases the MP reduction by 2 MP per second. |
| Draining Touch - Lv 2 (Active skill) |
| Cost: 20 EP, 20 MP |
| Reduce the targets HP by (2 + 0,5 * SPI) and heal by 50% of the HP reduced. |
| Upgrades |
| Mana Drain: Reduces targets MP by (2 + 0,2 * SPI) and recovers 50% of the MP reduced. |
| You MUST also take a look at your MP all the time. Especially if youre inside the sealed area! If you see your MP is being depleted, you have a short amount of time to look for the f*****g invisible monster. Find it, and kill it! Otherwise, YOUll be the one to end up DEAD! Bring some kind of detection with you if you can. Or BLAST THE WHOLE PASSAGE with your strongest attacks and hope you hit that f*****g invisible monster. Whatever you do, DONT LET them reduce your MP for free, or youll regret it. Or youll die, one of the two. - Extract from the Chapter Important things to look out for from How to Stay Sane in The Mad Rats Lab. |
| Soul Blast (Active skill) |
| Cost: - |
| Deal (5 + 0,2 * current HP + 0,2 * current EP + 0,2 * current MP) damage to another unit. This damage cant be prevented or reduced and doesnt have any damage type. You die. |
| You know whats worse than having to fight a dangerous enemy? Its not knowing if theres one such enemy or not. Its a psychological factor. Humans fear more what they dont know than what they do, even if theres a high chance the unknown is less dangerous. Ill now teach you how to use this to your advantage. - Excerpt from A journey to the top, a guide to help players reach the top ranking in DMA. |
| Soon, the DMA staff received a huge influx of messages from the same player, asking for the same thing. They answered they wouldnt implement that game feature, but the messages continued. As expected, they ended up ignoring the messages and blacklisted the sender. |
| First Survival Rule: If you dont want to die, dont touch stuff if you dont know what they are. Dont put your hand inside, dont get close, dont smell it. If it makes noise, dont listen to it. Dont look at it. If you can, treat it as if it didnt exist. You might still die because you ignored it, it might be something you cant avoid, but its better than knowing its your fault you died. - To help players invade The Mad Rats Lab, some players compiled a set of rules to follow when inside. It started as a shorter version of the How to Stay Sane in The Mad Rats Lab guide, but it ended up being a very long list. |
| The dumbest thing you can do in this damned dungeon is TAUNT the owner in some way. You can comment on how easy the dungeon is, call him stupid, yawn a few times as a sign of boredom Whatever you do, from that moment on, YOURE SCREWED! Nobody knows how, or why, but the Evil Mastermind knows everything that happens in his dungeon and punishes everyone who belittles him or his dungeon. My recommendation is to immediately flee the dungeon if possible. Press the surrender button. Otherwise, hope for your death to be as painless as possible. Because YOU. WILL. DIE., thats a fact. The only thing that changes is the how. The only other thing you can do is somehow kill yourself. For this, I recommend bringing a skill that kills you when you use it, or area skills with which you can kill yourself. Believe me when I say this: YOU DONT WANT TO STAY THERE AFTER TAUNTING THE EVIL MASTERMIND. - Extract from the Chapter Unexpected dangers from How to Stay Sane in The Mad Rats Lab. |
| Battle Focus (Passive skill) |
| You have a 0,5% chance to resist stuns and immobilization status effects for every 1% of HP lost. |
| You have died! |
| Not long after this, the attention of a certain persons boss fixated on The Mad Rats Lab. This marked the beginning of what was going to come in the future, something Andreu never expected to come, but would catapult his dungeon to the top rankings. But thats a thing for the future. |
| This was the first filming day of A journey to defeat the God of Death, a series about four heroes who fought against the God of Death, the most powerful necromancer. It featured a group of four friends who liked to roleplay together and the special guest who played the role of the evil undead characters. |
| For Andreu, these training sessions were way worse than the training of heroes in films and movies, where the main character trains to the limit of their body. It must be said, he tended to exaggerate things. |
| This was the second time Andreu invaded an Abyss dungeon. In the future, he would avoid them the best he could. Claras dungeon included. In fact, from then onwards, when he got randomly paired with an Abyss player in PvP, he immediately surrendered. Even before the match started. This was the reason he never reached the top PvP rankings. |
| It wasnt a surprise to anyone that I regretted my decision to help my little sister sometime later. |
| This top ten deaths list, with the links to the videos, went viral and the players who created it decided to make a new one every month. The surprising thing is they never got tired of it, nor did they ever run out of videos. |
| In my opinion, the best way to improve your dungeon is to ask somebody else for help. Ask them to dive into your dungeon and give their honest opinion on what they liked, what they didnt, and most importantly, what stuff they thought was missing. Of course, the best is to get feedback from an experienced player, but if you cant any player will do. Though its possible your vision of the dungeon and theirs dont align. In that case, making the changes they suggest would instead damage your dungeon. - Excerpt of an interview with a high-ranking DMA player. |
| It was a good thing the recording of this Dungeon Invasion never left Andreus hands because Marta would have died in embarrassment. Whats more, not even her most devout fans would have been able to identify her if not for her Champion being the same she always used. |
| Andreu didnt know yet, but the reason there were few complaints about the Hauntlings was that there were too few of them. In the vast tunnel area, it was hard for less than ten monsters to be close enough to share their senses. Most players who found them found them alone, or at most in pairs. But this would soon change. It would change as soon as Andreu created a few more of them. At which point it would become a lot more dangerous for the invading players, of course. |
| For those who liked diving into The Mad Rats Lab for fun, there was a motto they liked to say. It went like this: What kills you, makes you stronger. However, with it, they didnt mean what you would expect. Instead of talking about improving and making you a better player, they interpreted it in a somewhat warped way. For them, this phrase meant: if you die and feel despair, the next time you suffer the same, it wont matter as much to you. In short, it was a way to comfort themselves after failure. |
| I couldnt focus on the end of the dungeon invasion. I was too ashamed. It didnt help that Clara was dragging one of my failed clones corpses around, hugging it from time to time and murmuring very scary and perturbing things. Things I wont repeat so your mind stays pure... But it was a good thing Marta took the feedback part seriously and I could fix all the mistakes and improve the dungeon. |
| Act as if you knew everything in advance. Youre never surprised. You never suffer because of a lack of information. If you die, its because you werent good enough and never because it took you by surprise. Let your opponents think so. This isnt only to make you look cool, but to help you rise in the rankings: if your opponents dont know what you lack, or which are your weak points, they wont be able to use them against you. - The first rule from Do you want to be a pro player?, a guide some players read in hopes of reaching the top rankings. |
| Right next to the entrance, theres this hole that leads to the dungeon, skipping the entrance part and jumping directly into the giant cavern. If its your first time here, or the second, or the tenth or the thousandth, DONT JUMP! If you dont want your dungeon invasion to end miserably, dont do it. Theres a chance youll end up in a random part of this damned dungeon, and believe me: you wont enjoy it. So unless youre a gambler, or have the certainty youll survive, FOR THE FUCKING SAKE OF YOUR OWN SANITY: DONT. JUMP! - Extract from the Chapter Before we get into the serious stuff from How to Stay Sane in The Mad Rats Lab. |
| Which faction do I like the least? When it comes to invading a dungeon of that faction its undoubtedly the Flesh Monstrosities. Why is it like that? Do I really need a reason to hate them? But youre right, I do have one. And its because every time I enter a Flesh Monstrosity dungeon, it brings back awful memories of when I went into The Mad Rats Lab. Im sure you can understand what I mean. - Interview with a random DMA player. |
| Dungeon Invasion Successful! | ||
| Rewards Obtained | ||
| ... |
| ... Not everything in your dungeon must be there to make it better. Sometimes, its a good idea to surprise the invaders with something they never expected. Something theyve never seen before. Of course, if it makes the dungeon better or worse its up to the players wholl find it. The objective here isnt to improve the dungeon, but to make it different from every other one out there. Maybe the most important is this: by adding a surprise you not only increase the chances the players will remember your dungeon and talk about it with other players; but you also increase the chances of throwing them off, maybe giving you an edge to defeat them easily. You never know when one such surprise will immediately, or as an indirect effect, cause the players to die or make a mistake. Dont underestimate the effects of psychological warfare. - Fragment from Surprises and Unexpected Stuff, one part of The Dark Teachings series. |
| Wind Elemental (Innate passive skill) |
| When you would take damage, theres a 10% chance you take no damage instead. |
| ... Im sure you know the Primordial faction, the one with the elementals, has a lot of variety and elemental types. But did you know they only start with the four classic ones: fire, earth, water, and wind? To use elementals of other types, they first have to unlock them. All types cost the same to unlock, but theres a catch. The cost to unlock a new elemental type rises as you unlock more types. And the cost rises exponentially! This is why its easy to find Primordial dungeons with five elemental types in the lower levels, but its close to impossible to find one dungeon with all of them until they reach the maximum level. Its also the same with the shapes they can give to the elementals. They have to unlock them by spending cp and other resources. Though, in contrast to the elemental types, the shapes do have a fixed price, and it depends on how strong that unit is, like with all other factions. You cant expect a fire titan to cost the same as a fire lion, dont you think? - Some knowledge drilling done by Ricard, which Andreu might or might not have listened to. |
| Wind Blade (Active skill) |
| Cost: 20 MP |
| Deal (2 + 0,5 * SPI) physical damage to a single enemy. There is a 10% chance of inflicting bleeding on the target, causing it to lose (0,2 * SPI) HP in the next 5 seconds. |
| Dungeon Invasion Successful! | ||
| Rewards Obtained | ||
| ... |
| Usually, my greatest enemy is myself. Im not proud of it. |
| This video drove countless men out to sea Huh I mean This video drove countless players to The Mad Rats Lab. This is the main reason the video series called The Mad Rats Lab Top Deaths never ran out of juice: it fed itself. |
| There were some crazy players, arguably as crazy as those in the Mad Rats Cult, who were willing to pay other players to infiltrate the aforementioned group of madmen and get all the information they could get before they were discovered. The problem with this? Most players didnt dare to join the cult because there were almost no players who came out of it. Not sane, at least. Thats why they had to give awesome rewards. What nobody can be sure of, is if those rich players were really expecting to get any useful information out of it, or if they only desired to watch other players fall into madness. |
| Mutation Vat |
| Cost: 3,000 cp, 200 metal, 200 food |
| Use cost: 100 food, 30 electricity |
| You can put a humanoid or smaller unit inside for 24h and activate the device. Once it finishes, there is a 90% chance that the unit is destroyed and a 10% chance that the unit gains a random Innate skill. If successful, the units cp value will be increased by 50 cp. |
| Stitched (Lv 1) | |||||
| HP | 60 (60) | STA | 5 (5) | SOU | 3 (3) |
| EP | 50 (50) | MP | 30 (30) | ||
| STR | 5 (5) | CON | 7 (7) | AGI | 2 (2) |
| SPI | 4 (4) | WIL | 4 (4) | DEX | 1 (1) |
| SPD | 3 | INT | 1 | COM | 0 |
| Skills | |||||
| Passive: Echolocation (Innate). | |||||
| Cloning Vat |
| Cost: 30.000 cp, 20.000 metal, 20.000 food |
| Use cost: 1.000 food, 500 metal, 200 electricity, ? cp |
| You can put a humanoid or smaller unit inside for 7 days and activate the device. Once it finishes, you will obtain a copy of the first unit. Activating this device costs cp equal to twice the cp value of the unit you want to copy. |
| Chaos Bolt (Active skill) |
| Cost: 1.000 MP |
| Deal (30 + 1,5 * SPI) damage five times. The damage type of this skill is selected at random from all the existing types every time it deals damage. Also, every time this skill deals damage, theres a 15% chance to inflict one random negative status effect for 5 seconds. Against Bosses and Champions, the same status effect can only be applied once every minute. The timer resets after the status effect wears off. |
| Chaotic Beam (Active skill) |
| Cost: 220 MP |
| Deal (10 + 0,7 * SPI) damage two times. The damage type of this skill is selected at random from all the existing types every time it deals damage. Also, every time this skill deals damage, theres a 15% chance to inflict one random negative status effect for 5 seconds. Against Bosses and Champions, the same status effect can only be applied once every minute. The timer resets after the status effect wears off. |
| Mad Rat (Lv 7) | |||||
| HP | 592 (370) | STA | 41 (26) | SOU | 51 (32) |
| EP | 480 (300) | MP | 656 (410) | ||
| STR | 40 (25) | CON | 56 (35) | AGI | 56 (35) |
| SPI | 67 (42) | WIL | 49 (31) | DEX | 51 (32) |
| SPD | 7 | ||||
| Mad Rat - Skills | ||
| Active | Triggered | Passive |
| Rat Transformation (Innate) Chain Lightning Chaotic Beam Cold Blast Grand Finale | Shared Voltage - Lv 2 (Battery) Lightning Shield | Mana Attuned (Innate) Mana Core (Innate) Maniac - Lv 2 (Expert) |
| There are some skills you better not take. I like to call them noob traps. Theyre skills that look amazing but can be awful depending on the situation. I generally recommend you dont pick them unless you know what youre doing. The easiest example are the chaotic spell series. Their damage output is usually higher than spells on the same level, but their chaotic nature can bring you lots of pain. For example, what happens if you hit a fire elemental with it, and it chooses fire as its damage type? Instead of doing a lot of damage, it does almost nothing. You want to avoid these situations from happening, so Ill never recommend them. - A tip from a professional DMA player to newer players. |
| As expected, Clara agreed to play with us. Clara, are you free this afternC Yes! Lets do it together! I couldnt finish my sentence before she agreed to whatever I was going to ask. But this is weird because, usually, she lets me finish talking so I cant change what I was planning to say. Maybe, she already knew it beforehand? Nah, it cant be. |
| Light Beam (Active skill) |
| Cost: 100 MP |
| Deal (5 + 0,6 * SPI) light damage to every unit in a 50-centimeter wide beam. |
| Reflection (Triggered skill) |
| When receiving a single-target ranged attack or spell, theres a 10% chance to reflect it back to the attacker. |
| Shell (Innate passive skill) |
| Reduces all damage taken by (3 * level + 0,2 * CON) damage. |
| Sniper (Passive skill) |
| Increases the range of all your ranged attacks and spells by 20%. |
| Light Beam (Active skill) |
| Cost: 100 MP |
| Deal (5 + 0,6 * SPI) light damage to every unit in a 50-centimeter wide beam. |
| Available Upgrades |
| Light Absorption: Reduce the MP cost by 15. |
| Wide Beam: Increase the beams width to 1 meter. |
| Dispersion: After hitting terrain or reaching maximum range, the beam explodes in a 3-meter radius dealing (2 + 0,2 * SPI) light damage. |
| Converging Rays: Increase the light damage to (10 + 0,8 * SPI). |
| Reflection - Lv 2 (Triggered skill) |
| When receiving a single-target ranged attack or spell, theres a 10% chance to reflect it back to the attacker. |
| Upgrades |
| Reflecting Arrays: Rise the chance to reflect attacks and spells to 15%. |
| Shell - Lv 2 (Innate passive skill) |
| Reduces all damage taken by (3 * level + 0,2 * CON) damage. |
| Upgrades |
| Hardened Shell: Increase the damage reduction to (4 * level + 0,3 * CON). |
| Beam Turtle (Lv 7) | |||||
| HP | 512 (320) | STA | 35 (22) | SOU | 33 (21) |
| EP | 400 (250) | MP | 368 (230) | ||
| STR | 41 (26) | CON | 64 (40) | AGI | 17 (11) |
| SPI | 41 (26) | WIL | 49 (31) | DEX | 11 (7) |
| SPD | 3 | INT | 4 | COM | 1 |
| Skills | |||||
| Active: Light Beam - Lv 3 (Light Absorption, Converging Rays), Paralyzing Spores (Innate). Triggered: Reflection - Lv 2 (Reflecting Arrays). Passive: Sniper, Eternal Pain (Innate), Shell - Lv 2 (Hardened Shell) (Innate). | |||||
| The Beam Turtles attacks are easy to evade? You fool! Dont dare say such blasphemy! Sure, one turtle is doable if you know how. Two? Not so much. Three? WISH one of them is close to death or youre in DEEP trouble. God forgive you if you ever have to avoid the crossfire of four or more at the same time if you do, RUN AWAY as if your life depended on it, BECAUSE. IT. DOES! Tread with care because this is an open area, so its bound to happen sooner or later! - Extract from the Chapter Unexpected Dangers from How to Stay Sane in The Mad Rats Lab. |
| This was yet another failure of the Mad Rat to eliminate his first and worst mistake: the Death Butterfly, which continued to haunt him to that day. The followers of the Its alive! Its alive! video series were eagerly awaiting the time when the Death Butterfly would finally be defeated. Though, in fact, they didnt mind if the Mad Rat never got rid of it. Regardless of the outcome, it was funny to watch his new creations. |
| Split (Innate triggered skill) |
| When you take more than 10% of the maximum HP as damage from a single source and dont die, you split into two identical, smaller units with 50% of your base stats. SPD, INT, and COM dont get affected. |
| Generalist (Passive skill) |
| Increase HP, EP, and MP by 10 and all the other stats except SPD, INT, and COM by 1. |
| Indomitable Will (Triggered skill) |
| When you are reduced to less than 10% HP, recover 20% of your maximum HP. You cant be killed until this skill is triggered, if you would be killed, this skill is triggered instead. Can only be triggered once per Dungeon Invasion or Dungeon Battle. |
| Vengeance (Triggered skill) |
| Receive a buff that increases all damage you deal by 5% every time an enemy kills an allied unit within 5 meters. This skill can stack and the buff lasts until combat ends. |
| Earth Elemental - Lv 2 (Innate passive skill) |
| While not moving, reduce all damage dealt and received by 50%. |
| Upgrades |
| Like A Rock: Reduce all damage taken to 0% after not doing anything for at least 30 seconds. All other skills are disabled while this is active. |
| Generalist - Lv 2 (Passive skill) |
| Increase HP, EP, and MP by 10 and all the other stats except SPD, INT, and COM by 1. |
| Upgrades |
| Proficient: Triple this skills bonus stats. |
| Liquid Stone (Lv 7) | |||||
| HP | 672 (420) | STA | 48 (30) | SOU | 41 (26) |
| EP | 496 (310) | MP | 332 (270) | ||
| STR | 43 (27) | CON | 64 (40) | AGI | 24 (15) |
| SPI | 36 (23) | WIL | 33 (21) | DEX | 17 (11) |
| SPD | 4 | INT | 5 | COM | 1 |
| Skills | |||||
| Active: Bash, Draining Touch. Triggered: Indomitable Will. Passive: Generalist - Lv 2 (Proficient), Unidentifiable, Earth Elemental - Lv 2 (Like A Rock) (Innate), Split (Innate). | |||||
| Consider adding secret rooms, monsters, and areas. They will not only increase the number of times players will dive into your dungeon, but also enhance their experience. In them, feel free to experiment. Theres no need to follow the rest of the tips because as long its clear its optional, players shouldnt complain about them. But keep in mind theyre still a part of your dungeon, so dont go too crazy. - Ninth point from 10 things to do to improve your dungeon. |
| Enlarge - Lv 2 (Passive skill) |
| Increases this units size by a considerable amount. The only change to stats is an increase of 10% in the base HP. |
| Upgrades |
| Overpower: Increase the stats by 20% when fighting smaller units. |
| Frightening Presence (Triggered skill) |
| When another unit attacks you in melee, theres a 10% chance to inflict Fear for 5 seconds. This skill can only apply Fear to the same enemy once every minute. The timer resets after the Fear effect ends. |
| Lacerate (Active skill) |
| Cost: 60 EP |
| Deal (5 + 1,2 * STR) physical damage to a single unit. Theres a 20% chance to inflict Bleeding for 50% of the damage dealt as HP loss during 5 seconds. |
| Earth Wall (Active skill) |
| Cost: 100 MP |
| Create a 2-meter tall and up to 5-meter long earth wall. The wall is impassable, cant be seen through, and lasts up to 1 minute. The wall can be destroyed by hitting it 20 times or dealing more than 200 damage with a single strike. |
| Stone Tyrant (Lv 7) | |||||
| HP | 1104 (690) | STA | 89 (56) | SOU | 76 (48) |
| EP | 784 (490) | MP | 720 (450) | ||
| STR | 81 (51) | CON | 104 (65) | AGI | 44 (28) |
| SPI | 67 (42) | WIL | 57 (36) | DEX | 32 (20) |
| SPD | 4 | INT | 4 | COM | 1 |
| Skills | |||||
| Active: Lacerate, Earth Wall. Triggered: Frightening Presence. Passive: Enlarge - Lv 2 (Overpower), Unidentifiable, Earth Elemental - Lv 2 (Like A Rock) (Innate), Eternal Pain (Innate), Regeneration (Innate). | |||||
| You have reached level 7! |
| Ill repeat it as many times as needed: DONT TOUCH ANYTHING! Do you see some text? DONT read it, IGNORE it. Do you see a lever? DONT touch it, IGNORE it. Do you see a button? DONT touch it, IGNORE it. Whats more, if possible, dont even LOOK at them. EVERYTHING you see is a trap, waiting for you to come and activate it. So for f**ks sake, unless you dont mind dying, DONT. TOUCH. ANYTHING! - Extract from the Chapter Relearning exploration from How to Stay Sane in The Mad Rats Lab. |
| Reached player level 7! |
| - Monster arena unlocked - Safe zones unlocked - Healing fountain unlocked - Maximum boss monsters increased to 2 - Maximum invaders in a party raised to 4 - Received 6 x Stasis chamber - Received 1 x Giant stasis chamber - Received 7.500 cp |
| Mad Rat (Lv 8) | |||||
| HP | 629 (370) | STA | 44 (26) | SOU | 54 (32) |
| EP | 510 (300) | MP | 697 (410) | ||
| STR | 42 (25) | CON | 59 (35) | AGI | 59 (35) |
| SPI | 71 (42) | WIL | 52 (31) | DEX | 54 (32) |
| SPD | 7 | ||||
| Mad Rat - Skills | ||
| Active | Triggered | Passive |
| Rat Transformation (Innate) Chain Lightning Chaotic Beam Cold Blast Grand Finale | Indomitable Will Lightning Shield Shared Voltage - Lv 2 (Battery) | Maniac - Lv 2 (Expert) Mana Attuned (Innate) Mana Core (Innate) |
| Reading about other players complaints and watching them insult each other, is my guilty pleasure. |
| It isnt weird for a whole Dungeon Invasion to end in failure because of a single mistake. An impulsive player, a trap you didnt see on time, an ambush, or even a missed skillshot. If you dont want surprises and take this seriously, you should try to minimize those factors the best you can. This is why I especially recommend avoiding those players who cant contain their urges and do random stuff. If you plan on succeeding, drop them before they make you drop to the ground, dead. - A tip from a professional DMA player to newer players. |
| Divine Wrath (Active skill) |
| Cost: 20% Max MP |
| Deal (5 + 0,2 * Max MP) light damage to every unit in a 5-meter radius area. Allied units arent affected by this skill. |
| Parry (Active skill) |
| Cost: 20 EP + ? EP |
| If you hit an offensive attack or skill at the moment of impact, you negate it and take no damage. This skill costs 1 extra EP for every 10 damage negated. This skill can only be used if you wield a melee weapon. |
| ... And did you know all the Dungeon Invasions and Dungeon Battles are recorded? The game company decided they wanted to prevent abuses and other nasty stuff, and the best way to do so was to record them. Of course, this doesnt mean anybody can access the records, as you need permission from the company or the players to see those videos. A good thing about this is that you can access any of your replays whenever you desire, a quick and easy way to publish your games and show your fans how you play. This is why its so important to use a nickname when inside the game, even if youre playing alone or with your friends. If the video somehow reaches the public, its best if nobody uses your real name. Unless you dont care about it but it isnt recommended. - Fragment of one of Ricards random knowledge drilling sessions. |
| ... Overwhelming them with numbers can be more effective than you might expect. But if you decide to go for this, do it properly. Dont try to overwhelm them with a few tens of monsters, do so with hundreds, even thousands! The more, the better! No, really, Im not kidding. A thousand dragons are too much, but if theyre very weak, a thousand monsters is a reasonable amount. Just keep in mind that, when you use this tactic, the objective isnt to kill them, but to make them cry. You want them to feel useless. Defenseless. Weak. You want to force them to use AoE skills, squeezing all their remaining EP and MP. Make them feel they have no choice but to use all AoE skills they have or theyll die. Then, bring some more monsters out, and theyll surely cry! Even if they survive the new batch of monsters, theyre sure to have wasted most of their resources on them. Use this chance to beat them with something even nastier! Fufufu! Hahaha! - Fragment from Making them Cry, one part of The Dark Teachings series. |
| You have died! |
| Impenetrable Wall (Passive skill) |
| Reduce the damage you receive from all AoE attacks and skills by 20%. When they hit you, you stop them from expanding in the direction youre blocking. |
| The new monster additions to The Mad Rats Lab created a huge wave in the DMA forums. Both from desperate and exhilarated players. If only they knew those were the tip of the iceberg of what was to come in the next days |
| Most players create one or two private areas inside their dungeons: areas where their friends can farm, train, etc. If youre one of these players, be careful with them. Since they must be connected to the main dungeon, if the players find them, either by luck or because somebody told them, theyll consider them as part of the dungeon and go inside. Depending on the private area you created, and the dungeon youve created, this will be very bad, and harm your dungeons ratings. For example: you dont want players that dive into a realistic dungeon to find a farming area; or those that come to your farming dungeon to find a training passage filled with deadly traps. - A tip from a veteran DMA player. |
| Demonic Revenge - Lv 2 (Triggered skill) |
| When an ally dies within 1 meter, increase all stats by 100% for 5 seconds. When this skill ends, you die. |
| Upgrades |
| Fuelled Rage: After this skill is triggered, each following ally death extends the duration by 2 seconds and the stats by another 10%. |
| Strong - Lv 2 (Passive skill) |
| Increases the units Strength stat by 5. |
| Upgrades |
| Proficient: Triple this skills bonus stats. |
| Death Shield (Triggered skill) |
| When another unit dies within 1 meter, you obtain a shield that lasts for 10 seconds. The shield absorbs all the damage you would take from the first attack or skill. |
| Demonic Swarmer - Scout Half (Lv 6) | |||||
| HP | 67 (45) | STA | 9 (6) | SOU | 6 (4) |
| EP | 90 (60) | MP | 75 (50) | ||
| STR | 30 (20) | CON | 6 (4) | AGI | 9 (6) |
| SPI | 7 (5) | WIL | 7 (5) | DEX | 7 (5) |
| SPD | 6 | INT | 5 | COM | 1 |
| Skills | |||||
| Active: Dash. Triggered: Demonic Revenge - Lv 2 (Fuelled Rage), Death Shield. Passive: Commander, Presence Detection, Strong - Lv 2 (Proficient), Nature Attuned (Innate), Stoneskin (Innate). | |||||
| Demonic Swarmer - Miner Half (Lv 6) | |||||
| HP | 97 (65) | STA | 7 (5) | SOU | 4 (4) |
| EP | 75 (50) | MP | 60 (40) | ||
| STR | 31 (21) | CON | 9 (6) | AGI | 4 (3) |
| SPI | 6 (4) | WIL | 9 (6) | DEX | 7 (5) |
| SPD | 6 | INT | 5 | COM | 1 |
| Skills | |||||
| Active: Bash. Triggered: Demonic Revenge - Lv 2 (Fuelled Rage), Death Shield. Passive: Commander, Presence Detection, Strong - Lv 2 (Proficient), Nature Attuned (Innate), Stoneskin (Innate). | |||||
| I discovered this later, but when I updated the Demonic Swarmers, I didnt take into consideration the fact that Presence Detection works through walls. Given the nature of the Tunnels, the Demonic Swarmers could create spontaneous swarms before the invaders knew they were close. They met the players in a massive group, unlike the original one at a time which was exactly what I wanted, much to the invaders dismay. |
| One of the first things you need to learn is to manage your EP and MP. Treat them as valuable resources and dont waste them. But dont get obsessed with saving them for later either. A good DMA player is one who knows how to balance their use and get the most out of them. And when youre low on them, dont hesitate to take a rest and recover. - A tip from a veteran DMA player to newer players. |
| Divine Mark (Passive innate skill) |
| Increase all damage dealt by 10% and reduce all damage taken by 10%. |
| Luck is also a skill. It might as well be the most important skill in the game because, with it, you can solve problems and surpass situations that you shouldnt be able to. If you dont consider yourself lucky, you should try to find a companion that does. Im sure itll help you in the most unexpected situations. - Excerpt of an interview with a random DMA player. |
| Fighting against a better player is a great chance to improve. Take this chance to learn how they move. Observe what decisions they make in every situation. How and which attacks they evade, and which ones they dont. How they position themselves and how they use the terrain. When and how they use their skills. And if its a fight with support mobs included, dont miss how they command them around, as this might be the most important of them all. Combat experience is a very important factor in this game, and the fastest and easiest way to get it is to learn from a better player. - A tip from a professional DMA player to newer players. |
| Not too long after this, a new member would join Anthemias fan club. In time, that person would become one of the most devout followers, not missing a single one of her matches. But thats a story for the future. |
| Spitter (Lv 2) | |||||
| HP | 148 (135) | STA | 11 (10) | SOU | 9 (9) |
| EP | 148 (135) | MP | 99 (90) | ||
| STR | 15 (14) | CON | 13 (12) | AGI | 12 (11) |
| SPI | 9 (9) | WIL | 12 (11) | DEX | 4 (4) |
| SPD | 5 | INT | 3 | COM | 0 |
| Skills | |||||
| Active: Toxic Spit. Passive: Reduce, Eternal Pain (Innate), Petrifying Eyes (Innate), Tunneling (Innate). | |||||
| Reduce (Passive skill) |
| Reduces this units size by a considerable amount. This skill also reduces all base stats by 10%. |
| When you create your dungeon, you should focus on making it enjoyable for your invaders. In PvP, however, the only thing that matters is winning, so feel free to put into practice all the devious schemes and traps you didnt dare put into your normal dungeon. - Basic DMA knowledge every player should know. |
| Gluttony (Active innate skill) |
| Cost: 30 EP, 30 MP |
| You store 5% of all damage received and dealt as energy. When the skill is activated, release all the energy accumulated and deal equal physical damage to a single enemy. |
| ... Another important thing you must always remember is the unit tiers. Although it isnt something as relevant as it is in other games, its hard to beat a unit from a higher tier than you because of the stat difference. The game also blocks you from using units from certain tiers until you reach the level to unlock them. Andreus faction kind of goes around this since the Flesh Monstrosities can create units using bodies from any tier, but the units they can unlock cant be from a higher tier. Although one thing is being able to use them, and another completely different thing is having the cp required These are the ranks: Basic units, also called trash units by the players because of how weak they are, are those that cost up to 250 cp to create. Advanced units, the tier we all are in right now, are unlocked at level 6 and comprise units that cost from 250 cp to 500 cp. If you remember the tournament, there were a few players using Champions from this tier or higher, like myself, although the rules said we couldnt use stuff from higher than level 5. This is because the DMA staff made an exception to this rule for the Champions only, because of several complaints in the previous tournaments, but I wont go into detail now. The middle tier, the Heroic tier, has units between 500 and 2.000 cp, is unlocked at level 11, and is where the bulk of units used in competitive play come from. Theyre strong enough to dwarf basic units and beat the advanced ones, but cheap compared to the two following tiers, making them the perfect option. A step higher at level 16, you have the Legendary tier, where most iconic units from each faction tend to be. Like the undeads Lich, the humans Paladin, or the orcs Warlord. These units range from 2.000 cp to 10.000 cp, a cost so high that even high-level players avoid mass-producing them. And then, if you reach the last level, level 20, you finally unlock the Mythic tier! This is where the ridiculous units appear. Stuff like dragons are just the common mob of this tier, which ranges from 10.000 cp to the highest cost in DMA, and is filled with the strongest and most awesome creatures you can think of. The Kraken, the Avatars of Sin, the Gaia Tree, the higher tier Angels, the Elemental Incarnations, the Elder Gods Im not sure how far this tier goes, but I believe the Demigod unit costs about 200.000 cp. Now, as for the reason why unit costs rise exponentially while the stats only do so linearly it is for balance reasons. And also, to prevent players from farming Zombies to create Dragons, for example. Since you get only a part worth of the units cp cost you defeat as a reward, defeating a few dragons is enough to create one of your own. But if you want to farm Zombies, you need to kill thousands of them instead. As much as I like to farm weak and tasty humans for their souls, it''s more efficient to do it the other way around if youre aiming for cp. - Fragment of one of Ricards random knowledge drilling sessions. |
| Sometimes, the best traps arent those that deal damage but those that split up the other party. Splitting the enemies is more effective when you have limited resources available. Though keep in mind the other players wont enjoy it. Use it sporadically, or reserve it for Dungeon Battles. - A tip from a professional DMA player to newer players. |
| Incorporeal (Innate passive skill) |
| You cant deal or take damage and can move through any kind of terrain. Your skills cant affect units without this skill. |
| Did you know? Theres a bug in DMA that allows you to get free cp. Before breaking the dungeon core, if you crouch like this, put your hand behind your head, and then walk like a chicken, youll double the amount of cp youll receive. Yes, like this. A little bit lower Put more enthusiasm into it, feel the chicken inside you! All right, keep it like this, this is perfect! - False rumors used to troll noob players. The veteran players then shared the videos between themselves and laughed at the poor fools. |
| The best part of this Dungeon Battle was watching the replay from the opponents side. There was so much bickering and complaining that they barely achieved anything. The suffering at the end, when one was dead, criticizing everything, while the other was alone, was exquisite. |
| Soul Conduit (Triggered innate skill) |
| When this unit spawns, it absorbs 10% of the stats of every dead unit within 10 meters of it, up to the maximum*. After killing a non-allied unit, it absorbs 10% of their stats. *Soul Eaters have all stats capped at 300. HP, EP, and MP are capped at 3.000. |
| The best part of this Dungeon Battle was watching the replay from the opponents side. There was so much bickering and complaining that they barely achieved anything. The suffering at the end, when one was dead, criticizing everything, while the other was despairing, was exquisite. |
| The tension between two player factions kept escalating due to the persistent and almost fanatical actions of one of those groups. Tired of them, the players decided to take action, and all hell broke loose. Since the dispute wasnt properly resolved, due to the DMA staff intervening, the leaders of the two factions decided to have a personal match to decide who was right. Of course, this match couldnt be anything else than an invasion into The Mad Rats Lab itself, the cause the fight broke out. |
| ... Rule 2: dont mention the Evil Mastermind, the Mad Rats Cult, or All Shall Despair. If you do, you will summon them to the forum, and your post is finished. Rule 3: never believe any of their lies. Sometimes, what they say will be true. But first, contrast it with other, more reliable, sources. Rule 4: be careful of posts without a distinguished or anonymous author behind them. The author might be a cultist camouflaged as a normal person. - Manual for publishing and reading posts about The Mad Rats Lab without risks. |
| You have died! |
| This was just the first of a long list of duels between the two leaders of their respective factions. |
| Overgorger (Lv 5) | |||||
| HP | 1.792 (1.280) | STA | 144 (103) | SOU | 78 (56) |
| EP | 1.232 (880) | MP | 728 (520) | ||
| STR | 114 (82) | CON | 110 (79) | AGI | 86 (62) |
| SPI | 58 (42) | WIL | 105 (75) | DEX | 93 (67) |
| SPD | 5 | INT | 5 | COM | 3 |
| Skills | |||||
| Active: Blurry Strike, Rotating Swipe. Triggered: Gods Intervention, Survival Instinct - Lv 3 (Powerful, Unrelenting). Passive: Blood Power, Bloodlust (Innate), Gluttony (Innate), Regeneration (Innate). | |||||
| Survival Instinct - Lv 3 (Triggered skill) |
| When you have less than 30% HP, regenerate 1% HP per second. |
| Upgrades |
| Powerful: Raises the HP regenerated to 2% per second. |
| Unrelenting: Raises the HP threshold to 50%. |
| Blurry Strike (Activated skill) |
| Cost: 30 EP |
| Your next attack is blurred, making it harder to avoid. |
| Rotating Swipe (Active skill) |
| Cost: 70 EP |
| Deal (5 + STR) physical damage to every unit in a 1-meter radius around yourself. |
| ALWAYS bring some mob to act as bait, and protect it so it doesnt die. If you ever hope to clear the sealed area, youll need it. The boss isnt fast. It isnt smart, either. This might as well be the ONLY SINGLE F*****G MONSTER in the WHOLE F*****G DUNGEON that fights you without any tricks, but theres ABSOLUTELY NO WAY you can defeat it! Believe me, Im not kidding. So dont f**k around, use your bait, and hope itll keep the boss occupied for long enough. If you want to try your luck, you better stick a poisonous mushroom up your a** or go say hello to a group of Bombers. NEVER touch the Sealed Area boss! The more you fight it, the stronger it gets; and the stronger it gets, the more horrible death youll get. And if youre not sure your bait will be enough BRING. A. FEW. MORE! Just in case. - Extract from the Chapter Important things to look out for from How to Stay Sane in The Mad Rats Lab. |
| That day, the DMA servers collapsed. |
| Like moths to a flame, the players started entering The Mad Rats Lab, each with their own goals. Some were looking for the promised wish, and some for their own, unrelated reasons. But, like moths to a flame, the only thing most of those players would achieve is to burn to their deaths. |
| Mystical & Dangerous Monsters & Dungeons, or M&Dx2 for short, was a very popular TV show. In it, they explored fantasy worlds and filmed players diving into them. The audience loved the amazing worlds that appeared in the show, but they loved even more the reactions of the players. This was the show Andreu watched a few times before he decided to start playing DMA. |
| Maybe I should think things through before I take action. Just maybe. - Self-reflection made after it was too late. |
Hey there, players! Good job being the first to clear my dungeon, dear players! Ive seen no faults in the video you uploaded, youre the winner! Congratulations! You won a wish from me, and the chance to meet my sister, Anthemia! *Clap, clap, clap!* *Whooo, whooo! You rule!* Id love to receive you all in my dungeon, but I cant. Im extremely sorry, but Im lying on the bed, ill, and cant enter the game right now. But, depending on what your wish is, I might be able to grant it to you anyway. So what do you want? What is your wish? Dont waste this chance and ask for something worthy of the effort you put into it! Fufufu! Hahaha! [Disguised Koala]As I write, I make sure to make myself look as pathetic as possible so they dont question the validity of my illness. I also write it as if I didnt know them at all, though this one is for my sanity and has nothing to do with them. The next few minutes after sending the message are the most stressful. What are they going to ask? I hope it isnt something ridiculous You never know what can happen with crazy people. I bite my nails. If they take too long, itll be a carnage at this rate. *Piring!* Luckily for my fingers, it doesnt take too long for them to write an answer. And what an answer! This looks more like a novel than a message! How can they write so fast? What are they? An AI!? Well lets skim over it and read only the relevant parts Otherwise, my brain might melt.
Oh, dear Great Mad Rat! All our 218 members show our deepest respect for Your great figure and our gratitude for this chance to show our devotion to Your great persona. We also give You our best wishes for You to get better as soon as possible, so You can go back to improve The Mad Rats Lab and bring us new surprises and enjoyment.Two hundred!? How are their numbers growing so fast!? The last time I heard about their numbers, it was around fifty. Are they infecting others like an actual virus? I know Ive said it before, but it was supposed to be a joke
... Were sure that Your greatness has spread wide after this incredible event. Well make sure to spread Your wordYeah lets skip that part. And that part too I scroll quite a bit until I reach the end. Ah! Here comes the relevant part.
... We dont dare ask for anything that will trouble Your great persona, so weve decided to instead ask permission to build a giant statue of Your great persona in the most important spot of our Mad Cult cathedral. This will allow all members to enjoy Your visage and imposing presence at any time they wish to. And if it isnt too inconvenient, wed wish for Your great persona to come and inaugurate it in person, once You recover from your illness. Always Your most devoted believer. [Bishop of Doom]Andreu.exe has stopped working. Please wait while we reinitiate the OS Stop! I hit my head. Why does this keep happening when stuff related to them comes up!? Im tired of it! Alright, lets recapitulate. Theyre crazy. But I already knew this. The new stuff is that they wish for a statue of me inside their church or something. I can feel my headache getting stronger. At the same time, though, this isnt as bad as I thought. I abhor the idea of my statue being idolized by them as if it were me, but I can live with it as long as I dont have anything to do with it. The actual problem is this: In person. Those two words are engraved into my pupils. I try closing them as hard as I can, but I can still read them, as clearly as the first time. In person. ...Im kind of forced to say yes, right? Theres no valid reason I can give to avoid it, is there? I gulp.
| After punishing Andreu for using her name without consent, Marta accepted to be used as part of the prize. The reason she gave was that it was a good chance to show she wasnt as haughty as most players believed while giving herself a boost in popularity. Though, deep inside, and shed never admit to it, she thought it was a good chance to help Andreu with his dungeon. What she didnt expect was that the winners of that challenge wouldnt care about her presence. Not at all. |
| Everybody has some dark history they want to forget about. What happened that day was part of mine. |
| There was always discussion between the players about when you should use the slide to skip the entrance and when you shouldnt. As with these kinds of things, they never compromised and thought they held the absolute truth, calling the others stupid and way worse things. But there was one thing all players agreed upon: you should never use the slide the first time you enter The Mad Rats Lab. The main reason was that you would miss most of the warning signs, and not know what to expect from the rest of the dungeon. Of course, this didnt apply to a certain group of cultists. |
| DONT LOOK, IGNORE IT! If you feel your skin being prickled by the stare of a hundred eyes, dont turn around, ignore it. As with most of the stuff in this damned dungeon, you better stay ignorant than suffer the consequences. - Extract from the Chapter Unexpected dangers from How to Stay Sane in The Mad Rats Lab. |
| Dragons Breath - Fire (Activated skill) |
| Cost: 300 EP, 300 MP |
| Deal (50 + 2 * SPI) fire damage to every unit in a 5-meter cone in front of you. |
| Its possible to get your perfect counter when you enter another dungeon. In those cases, I recommend you run away instead of fighting. This is a perfectly normal course of action, and you shouldnt be ashamed. What if it happens in Dungeon Battles? When you prepare for a Dungeon Battle you should take your possible counters into account. So if you didnt prepare anything to deal with them, its your fault. This is why I always have several options to choose from, depending on the Champion I want to use, and the faction Im playing against. - Excerpt of an interview with a high-ranking DMA player. |
| It isnt a wise decision to explore every single corner of a dungeon the first time you go inside it. Unless you dont fear death and dont mind being screwed over a bad decision, the first time you go into any dungeon you should keep to the path and fight your way through the normal encounters. Then, after clearing it once, go back into it and search for every possible secret. If its a good dungeon, youll be amazed at how different it feels. And since its the second time you go inside it, you wont have to worry about the basic monsters and traps, or the dungeon layout. Youll be free to explore as you wish. - Tip from an experienced DMA player to newer players. |
| Regardless of how many changes the Evil Mastermind made to The Mad Rats Lab, there was always at least one path to reach the laboratory area without having to cross a single one of the mushroom groves. The problem was that, depending on what path the players took, they had to take a huge detour to avoid all the mushroom areas. So, sometimes, they decided to try their luck. Most of those players never made it through. |
| Shockwave (Activated skill) |
| Cost: 150 EP |
| Deal (10 + STR) physical damage to every unit in a 5-meter radius around yourself, and push them 3 meters away. |
| Aegis (Activated skill) |
| Cost: 200 EP, 100 MP |
| You ignore all damage and status effects for the next 10 seconds. You cant move, attack, or use skills during this time. You cant use this skill more than three times per Dungeon Invasion or Dungeon Battle. |
| Whats the monster I hate the most in The Mad Rats Lab? Umm can I pick more than one? - Excerpt of an interview with a random DMA player. |
| Dragons Breath - Fire - LV 2 (Activated skill) |
| Skills that need MP to be casted deal 30% more damage and the chance to inflict status effects is doubled. When using those skills, 10% of the MP amount used is also reduced from the current HP. This skill can kill you. |
| Deal (50 + 2 * SPI) fire damage to every unit in a 5-meter cone in front of you. |
| Upgrades |
| Double Burn: Increases the damage by 10%. The damage is now divided into two bursts separated by 0,5 seconds. |
| NEVER split up. Splitting up means fewer chances to survive. Splitting up means youll have to fight alone. Splitting up means you wont have your team to support you. There are times you wont be able to avoid it, and there are several traps and monsters thatll force you to split up. But when allowed to choose, dont do it. Never try to save time by going to separate areas alone, or even worse, tackle multiple fights at the same time! SPLITTING. UP. MEANS. DEATH! I warned you, so dont complain later on. - Extract from the Chapter Relearning exploration from How to Stay Sane in The Mad Rats Lab. |
| Resurrection (Activated skill) |
| Cost: 300 MP |
| You return a dead allied unit to 10% of its maximum HP. The resurrected unit will have all their stats reduced by 20% for the rest of the Dungeon Invasion or Dungeon Battle. After using this skill, your MP and SOU will be reduced by 10% for the rest of the Dungeon Invasion or Dungeon Battle. |
| Real friendships will never break under any circumstances. It doesnt matter what dungeon you go or what situation you find yourself in, they will always stay strong. - Ramblings of a random crazy DMA player. |
| Dauntless (Passive skill) |
| When facing an enemy with at least 20% higher average stats than you, increase all damage you deal by 20%. |
| Daredevil (Passive skill) |
| Your damage isnt reduced against units with at least double your average stats. |
| Blood Sucker (Triggered skill) |
| Your basic attacks steal 0,5% Max HP from your target. This skill can only trigger against units with at least double your average stats. |
| Dont bring your friends to The Mad Rats Lab'' if they like to cuddle cute things. They might get a trauma. This was a message from a player who wanted to prevent other players from having bad experiences. As you might expect, the achieved result was the opposite of the intended one. |
| DMA players assigned every famous dungeon a rating from 1 to 10, depending on how hard it was to clear. Among many other things, the rating took into account the level required to fight the bosses, the danger from the traps, and how unpredictable the dungeon was. At its peak, The Mad Rats Lab was the one leading the ranking. It achieved the astonishing rating of 12, reduced to 11 if you had Champions that could fly. No other dungeon ever reached the same rank. |
| There are experiences you can only experience inside DMA. Not all of them are good, though. - Common say between DMA players, from an anonymous origin. |
| My favorite pastime? Isnt everyones favorite pastime the same? To go inside The Mad Rats Lab and dive into the Freezer. Why are you asking such an obvious question? Are you crazy? - Excerpt of an interview with a random DMA player. The interviewer regretted interviewing that person for the rest of his life. |
| ... And Im sure youve heard about the sandbox mode. But just in case, Ill explain it to you anyway. When you start a Dungeon Invasion, you can choose to do it in this sandbox mode. Its official name is another one, but players call it sandbox because its easier to remember. So, in this sandbox, your Champion is immune to death and all limited-use skills are allowed to be used any number of times. The same is true for your support mobs and friends. But not everything is good, because the game also gives you no rewards at all. No cp, no special resources, nothing! Can you imagine? What a waste of time! Though thats not completely true, because the true purpose of the sandbox mode is build testing. The game matches you with a random dungeon from a similar recommended level to the one you choose, and then you have the chance to test your build, support mobs, etc. in a random environment. The monsters will act and behave the same they always do, and youll take damage and use EP and MP as usual. The only real difference is that you cant die, so you can test without worries. The game pairs you with less-known, highly-rated dungeons, so this sandbox is a good option for discovering hidden games. Players tried to abuse the sandbox mode to gain information on the dungeons they wanted to invade, so the developers changed the algorithm to work this way. At the start, you could choose which dungeon you wanted to invade! Can you imagine? - Some after-class knowledge drilling done by Ricard. |
| Nowadays, if you want to experience terror yourself, there are a few things you can do. But my favorite, and by far, is to go into DMA and enter a scary dungeon. If you need some recommendations, these are the two I liked the most: Ten things you wished you never knew, and Demomores Night. But sometimes, the most impactful experiences come when you least expect them. Ill always remember that time at The Mad Rats Lab being chased by the boss monster in the failed experiments area, for example. - Excerpt of an interview with a famous content creator. |
| You have died! |
| Its always a pleasure to die in a fight against a strong foe. - Famous last words from a certain DMA player. |
| This day marked the beginning of the end. The end of relying on sheer luck to clear The Mad Rats Lab. After The Hunters were introduced into the dungeon, luck wasnt enough to clear the dungeon as, sooner or later, the invaders would have to fight against them. They might be lucky to find them when there were no more monsters around, but this wouldnt help those players if they werent strong enough. |
| Stoneskin (Innate passive skill) |
| Reduce all damage received by 15%. |
| Take Root (Innate active skill) |
| Cost: - |
| You take root. While rooted, you cant be moved by any effect and the EP and MP cost of all attacks and skills is reduced by 20%. |
| Lust (Innate triggered skill) |
| When a unit that can see you deals damage to you, it takes (5 * level) psychic damage. This damage isnt increased or reduced by having higher or lower stats. |
| The Mad Rats Show was the name Andreu used every time he decided to do something crazy and stream it to the viewers in real time. Although he wasnt the only guest invited to the show, the orc player was indeed the one who made the most appearances other than the host, the Mad Rat himself. The Mad Rats Show was also the first TV show to achieve a 100% audience ever if you only take into account a certain group of fanatical people, of course. |
| Venomous Bite (Innate active skill) |
| Cost: 130 EP |
| Deal (10 + 1,5 * STR) physical damage to a single unit. For the next 5 seconds, that unit takes an extra (2 + 0,2 * CON) poison damage each second and is slowed by 30%. |
| Unstoppable (Innate passive skill) |
| You cant be affected by slowing effects or effects that make you immobile. |
| Pride (Innate passive skill) |
| The damage you deal is increased by 1% for each previous time you dealt damage to the same unit. This bonus resets after one minute from the last time that unit took damage from you. |
| Boulder Throw (Active skill) |
| Cost: 150 EP, 50 MP |
| Create and throw a 1-meter radius boulder that deals (5 + 1,5 * STR) physical damage to every unit it hits. Theres a 20% chance to stun those units for 2 seconds. |
| Goblin Magic (Active skill) |
| Cost: 30 MP |
| The next skill you use that spends MP deals double the normal damage and ignores defense, but theres a 50% chance that skill will target you instead of your original target. |
| After a certain level, every player should have at least one of what I like to call ultimate skills. A last resort of sorts to use when in danger. Theyre necessary for when you need one last push, or when fighting stronger enemies. Powerful skills that can be used only one or two times can be an example, as well as self-destruct ones. But at the same time, its hard to justify having more than one ultimate skill. Since their use is limited or their drawbacks are drastic, they cant sustain your build by themselves. Theyll take valuable skill points away from more useful and reliable skills, and you wont be able to explore dungeons properly. - Excerpt of an interview with a high-ranking DMA player. |
| Dear diary, Today, I went into my brothers dungeon after asking him if I could help him modify his dungeon. I sneakily took a few monsters with me and changed their voice patterns so that they produced weird sounds. Im looking forward to his reaction when he finds out. - Extract from a certain girls diary. |
| Persecute (Triggered skill) |
| If a unit you attacked in the last 10 seconds runs away, your next attack or skill against it deals an extra 20% damage. |
| Shared Pain (Passive skill) |
| 20% of all damage dealt to allied units within 10 meters is dealt to you instead. |
| Take Root - Lv 2 (Innate active skill) |
| Cost: - |
| You take root. While rooted, you cant be moved by any effect and the EP and MP cost of all attacks and skills is reduced by 20%. |
| Upgrades |
| Deep Roots: The cost reduction is increased to 40%. It takes longer to root and unroot. |
| Magic Missiles - Lv 2 (Active skill) |
| Cost: 10 MP, 5 MP per missile |
| You launch up to 10 magic missiles against any number of units. Each missile deals (2 + 0,2 * SPI) arcane damage. |
| Upgrades |
| Targeted Missiles: Add tracking to each missile, making them very difficult to evade. |
| Entangle (Active skill) |
| Cost: 50 MP, 10 MP per second |
| Immobilize every unit in a 10-meter radius for up to 5 seconds. The duration is reduced against units with higher average stats than you. |
| ... Do you know whats lame? If you make your monster the same as all the other monsters! Thats extremely lame! Since my monster is weak, Ill increase its strength. !? My orc lacks MP, so Ill give it an MP-boosting skill. !? Are you stupid!? Never, ever, destroy the essence of your monster like that! Work on your monsters strengths instead of their weaknesses. Think about how can you turn them around instead of fixing them. Is your monster strong but cant catch up with your enemies? Give it a skill that can forcibly pull the players closer instead of trying to make your monster faster. Is your monster too weak and it dies to any attack? Give it a movement skill thatll make your invaders cry trying to hit it! Is your monsters accuracy too low? Put traps or make the passage narrower, so that the players cant avoid the attacks so easily. For hells sake! Dont fix your monsters, improve them! - Fragment from What You Should Never Do, one part of The Dark Teachings series. |
| Sprinter - Lv 2 (Passive skill) |
| Increases the units Speed stat by 1. |
| Upgrades |
| Proficient: Triple this skills bonus stats. |
| Ice Aura - Lv 2 (Passive skill) |
| Cost: 1 MP per second (cannot be deactivated during combat) |
| Deal (2 + 0,1 * SPI) ice damage to every other unit within 5 meters each second. |
| Upgrades |
| Selective Freeze: Allied units arent affected by this skill. |
| Momentum (Triggered skill) |
| If youre moving faster than your target when attacking, your attack deals 30% more damage. |
| Acid Bubble - Lv 2 (Active skill) |
| Cost: 20 MP |
| Deal (2 + 0,5 * SPI) acid damage to a single enemy. There is a 10% chance that the acid sticks to the enemy, dealing an extra (0,1 * SPI) acid damage each second for 3 seconds. |
| Upgrades |
| Dissolve: Raises the chance of sticking to 100% but halves the damage. |
| The Mountain (Lv 7) | |||||
| HP | 1312 (820) | STA | 84 (54) | SOU | 121 (76) |
| EP | 912 (570) | MP | 1264 (790) | ||
| STR | 81 (51) | CON | 99 (62) | AGI | 67 (42) |
| SPI | 115 (72) | WIL | 131 (82) | DEX | 92 (58) |
| SPD | 5 | INT | 5 | COM | 3 |
| Skills | |||||
| Active: Boulder Throw, Entangle, Magic Missiles - Lv 2 (Targeted Missiles), Take Root - Lv 2 (Deep Roots) (Innate). Triggered: Persecute, Lust (Innate). Passive: Shared Pain, Stoneskin (Innate). | |||||
| The River (Lv 7) | |||||
| HP | 1168 (730) | STA | 108 (68) | SOU | 104 (65) |
| EP | 1008 (630) | MP | 992 (620) | ||
| STR | 68 (43) | CON | 81 (51) | AGI | 96 (60) |
| SPI | 107 (67) | WIL | 96 (60) | DEX | 75 (47) |
| SPD | 8 | INT | 5 | COM | 3 |
| Skills | |||||
| Active: Acid Bubble - Lv 2 (Dissolve), Venomous Bite (Innate). Triggered: Momentum. Passive: Ice Aura - Lv 2 (Selective Freeze), Sprinter - Lv 2 (Proficient), Pride (Innate), Unstoppable (Innate). | |||||
| I love how the game forces you to give each monster one active, triggered, and passive skill before you can start giving them more skills or upgrade the existing ones. It not only makes each monster trickier to deal with but it also enhances their personality and fighting style if done properly. Because of how each skill type synergizes with the others, the possibilities are near infinite! - Excerpt of an interview with a random DMA player. |
| Frenzy (Active skill) |
| Cost: 20 EP, 2 EP per second |
| Increase your SPD by 2 and double your attack speed and damage. You cant activate any other skills while active. If this skill lasts more than 10 seconds, your Max HP starts reducing by 1% each second. This skill has a 5-minute cooldown. |
| You have died! |
| You know when you act confident, and end up having to eat your own words and actions? Yeah I hate it when it happens to me too. |
| Incognita, the player who created one of the top DMA dungeons, The Great Labyrinth. Known for its high difficulty, it was a dungeon that required more than simple strength to clear. It seemed that his self-proclaimed disciple wasnt keen on a certain players increase in popularity. |
| After that trip, Ricard earned a few new nicknames. He didnt enjoy them at all, though. |
| Spice your fights with something different. Maybe an unexpected monster, maybe a trap or area effect. You dont want the players to feel like every single fight is the same as the previous ones, only with new monsters. You can achieve this by changing the formations, creating synergies between monsters, or anything you can imagine. Feel free to experiment until you find one that suits your tastes. - Fourth point from 10 things to do to improve your dungeon. |
| Its possible to use another unit as a mount as long as that unit is significantly larger and it has the mount tag. Its also possible to make units stand on top of another unit if youre ingenious, even if they dont have the mount tag, but the results wont be as good as the default ones and can be quite unpredictable. - Basic DMA knowledge every player should know. |
| Leadership (Passive skill) |
| Allied units under your command have an increase of 20% in all their stats. This skill cant raise another units stats over yours. |
| You have died! |
| Mutual assured destruction. Ah, how nice it is! |
Hello, Disguised Koala. Or do you prefer Mad Rat? Ive been impressed by your dungeon. Ive recently invaded it, and the monsters you created surprised me quite a lot. I heard about you from the forums, and I now understand why the players love to go into your dungeon so much. I myself have an interest in tricky and dangerous traps. I love driving my invaders to the brink, forcing them to exhaust their resources until they die, exhausted and feeling useless. Do you want to have a Dungeon Battle with me? Im sure we can learn from each other so we can improve at the same time. What do you say? Are you in? Or will you chicken out? Hahaha!It is indeed an interesting proposal, I stroke my chin as I think. Its been a while since I last had a PvP battle. As he says, its in PvP when the best ideas tend to pop up. Its also a good place to learn dirty tricks and tactics, as players use all their means to win The only thing that matters in PvP is victory. Players dont start a Dungeon Battle expecting to delve into a nice, heartwarming dungeon; they start a Dungeon Battle to show theyre better players. This is why they think of all sorts of cheating the game to their advantage, planning impossible traps, extremely dangerous monsters, or almost unsolvable puzzles. Everything they can to try and win. And, as the amazing player I am, I benefit from it. Although I dont participate in a lot of PvP battles, some of my best ideas come from them. Like the Tunnel Mimic, which I created when I was battling Laura before knowing it was her; or the Panicky Spitters, which I created after having to run after a key monster for five minutes to open the next door. Ive decided! Ill accept his challenge! After writing that message, I hope he doesnt disappoint. I hope I can steal I mean, take one or two ideas back with me. Ill accept the challenge, Brainiac Hahaha! Such a lame name. I thought Ricard was the one with the worst naming sense I might have found somebody worse than him.
| Three things related to DMA I wished never happened? Hmm The first one is that time I tripped into a lava pool right before the dungeon core. That slip cost me the finals. The second is when I forgot to turn off the camera and everyone heard my conversation with my sister. Since then, there has been no end to the mocking. And the third one Does it have to be about me? No? Alright. Then, the third one was the day the Evil Mastermind met Brainiac. If only they never met each other, things would have been a lot different. - Excerpt of an interview with a high-ranking DMA player. |
| Dungeon Battle Start! | ||
| Flesh Monstrosities | vs | Dream Vestiges |
| The Mad Rats Lab | Utopia | |
| Disguised Koala | Brainiac | |
| Sweet Dreams (Innate active skill) |
| Cost: 50 EP, 10 EP per second |
| Inflicts Sleep on the target unit. As long as that unit remains asleep, it heals 1% of its maximum HP, EP, and MP each second. This skill can only apply Sleep to the same unit once every 5 minutes. The timer starts after the Sleep effect ends. |
| Recall (Active skill) |
| Cost: 80 EP |
| After a short delay, you teleport to the closest allied Champion. This skill cant be used during combat and has a 5-minute cooldown. |
| ... And since were talking about the Dream Vestiges, did you know they dont have a special resource like other factions do? They have two instead! Since the whole faction is based on the duality of good dreams versus nightmares, they have one resource for each one. If they inflict good status effects like buffs, temporary shields or use the Sweet Dreams skill, they get Good Dream points. On the contrary, if they inflict fear, madness, or any other negative status effect, they get Bad Dream points. As you might expect, those points are then used to unlock and create new monsters from that type. This means the players can focus on a single one of the two paths, or create a mixed dungeon and use both. In general, its best to go both paths at the same time so that you can achieve better results; but efficiency is best when you focus on a single one, so Im not sure whats best. Of course, in terms of efficiency, nothing can beat my undead when I go into a human dungeon. Humans have it so easy to obtain new farmers and tend to use such high numbers to compensate for the lack of innate skills, that theyre the perfect targets! - Random knowledge drilling done by Ricard the first time they invaded a Dream Vestige dungeon together. |
| Which button would have you chosen if you were in my situation? It isnt so easy to answer, right? |
| WHY are you STILL reading the messages inside this damn dungeon? Didnt I tell you A LOT of times thats the best way to get yourself killed? For fucks sake, ignore them! Do as if they didnt exist! If you fail and die, let it be because youre unlucky and not because doing whatever you THOUGHT was best. DONT THINK, theres no best here! The best you can expect is to survive, so FUCKING. IGNORE. THE. FUCKING. MESSAGES! - Extract from the Chapter When everything is lost from How to Stay Sane in The Mad Rats Lab. |
| Death Burst C Clown Explosion (Innate triggered skill) |
| After dying, explode and release 10 smaller copies of this unit. Each copy has the same looks, skills, and AI, but only receives 10% of the originals maximum stats. Units created this way lose this skill. |
| You cant use a trap as a required mechanism to proceed further into the dungeon. What you can do, is put them right next to the door the invaders will have to unlock, or in the only passage that leads to the dungeon core. Regardless of what you do, a trap should be possible to avoid and its activation cant be required to beat your dungeon. - General knowledge every DMA player should know. |
| It took me a while to find the correct answer to that riddle. What about you? Do you know the answer? |
| In the game, the only sign of a successful pull was the fact that there was some monster inside the Mutation Vat. But when editing the video, which he called Jackpot! Its a Jackpot!, Andreu made sure to add a light show and sounds, followed by the clinking noise of hundreds of coins. |
| Ice Prison (Active skill) |
| Cost: 20 MP, 5 MP per second |
| Immobilize one unit for up to 10 seconds. The duration is reduced against units with higher average stats than you. This skill can only immobilize the same unit once every minute, The timer resets after the effect ends. |
| ... You told me you have already used the Blood Power skill, and Im sure you know it can kill the unit using it. But do you know how it works exactly? No? Then allow me to explain! As you already know, this skill allows you to spend HP instead of EP or MP when using skills. And if the HP required to use the skill is higher than your current HP, you die. This allows you to cast spells that cost more than your current HP, even if it kills you. But did you know theres a cap on how much HP you can spend? For example, if the skill costs 200 MP but you have no MP, you must have at least 150 HP to cast it. Yes, youre right! The maximum cost of the skill you want to cast has to be at most 50 over your current HP! Otherwise, it wont activate! Hahaha, Im amazed at how much thought the developers put into DMA sometimes. As Im sure you suspect by now, this limit was implemented to prevent players from abusing it on weak mobs. So that they cant use skills that cost absurd amounts of EP or MP easily. Though theres the option to give them the MP Boost skill and raise their level to upgrade it, so that they can use that skill, itll cost you enough cp that its generally not worth the effort. - Random knowledge drilling done by Ricard. Nobody asked him, but he explained it anyway. |
| You have died! |
| You have died! |
| Dungeon Battle Challenge (Total Victory) |
| The Mad Rats Lab - Disguised Koala - Defeated |
| Utopia - Brainiac - Defeated |
| Nobody achieved Total Victory, its a DRAW! |
| Petty tricks? This is the name the losers give to the awesome tactics used by the winners. Everythings fair in love and war. Use your imagination to come up with traps, monsters, and rooms your invaders will love to hate. Force them into danger. Put their skills and wits to the test. Have them try their best or die trying. For those who succeed, there wont be a greater satisfaction. For those who dont, theyll cry in shame and come back for more, for they will have to bear the taunts from all the players who succeeded before them. - Fragment from Strike Hard Where It Hurts, one part of The Dark Teachings series. What Andreu didnt know at that time, was that a certain person took the love part quite literally. He was in for an unexpected outcome. |
| Nobody expected the havoc the Stitched with the Dragons Breath skill would cause. Even when considering their lack of SPI, the base damage of Dragons Breath was quite high at 50 base damage. Adding to this the fact the damage was dealt in an area of effect, one or two hits were enough to cripple most low-level parties. Since there was no visual difference between them and the other Braindead units, the players had to assume the possibility any number of Stitched they found could be Braindead Flamethrowers. This made their progress very slow, as they had to inspect each monster or tread cautiously; or very dangerous, if they disregarded everything and decided to test their luck. |
| Sexy Secretary (Lv 6) | |||||
| HP | 600 (400) | STA | 42 (28) | SOU | 39 (26) |
| EP | 450 (300) | MP | 615 (410) | ||
| STR | 55 (37) | CON | 43 (29) | AGI | 60 (40) |
| SPI | 57 (38) | WIL | 49 (33) | DEX | 45 (30) |
| SPD | 7 | INT | 5 | COM | 1 |
| Skills | |||||
| Active: Invisibility, Revitalize, Charming Eyes (Innate), Cat Transformation (Innate). Triggered: Fast Recovery. Passive: Presence Detection, MP Boost - LV 2 (Proficient). | |||||
| Invisibility (Active skill) |
| Cost: 20 MP, 10 MP per second |
| You turn invisible. If you attack or use a skill during this time, the effect of this skill ends. The skill also ends if you take damage after 2 seconds of turning invisible. This skill has a 1 minute cooldown. |
| My sister forbid me from having a Sexy Secretary in cat form resting on the armrest of my usual comfy chair, saying itd give me weird ideas. Im not sure what kind of ideas she was talking about How can a sexy succubus with cat ears and tail give me weird ideas? |
| Danger Detection (Passive skill) |
| Youll hear an intermittent buzz when theres danger near you. The intensity will change according to the strength of the danger. |
| Scorching Body (Innate triggered skill) |
| When you make a melee attack, deal an extra (5 + 0,3 * CON) fire damage over the next 3 seconds. Other units that touch you receive (2 + 0,2 * CON) fire damage each second. This skill doesnt work on units that have this same skill. |
| Heal (Active skill) |
| Cost: 50 MP |
| Heal yourself or another unit for (10 + 0,5 * SPI) HP. |
| Choose your allies wisely. Depending on how they act, they can deal more damage to your party than the most fearsome of enemies. - Basic knowledge every DMA player should learn before its too late. |
| Youre asking me how to get stronger? Thats easy, you just need to start playing as the Divine Blood, hahaha! Im sorry, Im sorry, that was a joke. But you cant blame me because theyre kinda broken. The easier way to get stronger is to play to your strengths. An example thats easy to understand comes from the elementals, some of which get resistances to a certain type of damage. If you use one of those champions, its easy to get skills that deal that type of damage too, using them on your enemies and yourself at the same time. Youll take so little damage compared to the enemies that itll be easy to defeat them. Recognize those things you can do but your enemies cant, and youll know how to improve. - Excerpt of an interview with a high-ranking DMA player. |
| Losing BigHat might have been the best thing that could happen to us. After being forced to play without him, we discovered our teamwork improved, and we didnt have to plan everything according to his permanent ice auras. We ditched him and searched for another fourth member. We never came back to that dungeon and did our best to forget everything about it. Still, I sometimes find myself contemplating about the mystery behind the charm and the black cat. |
| Green Gang, the first time the writer of the famous How to Stay Sane in The Mad Rats Lab guide decided to coach other players to improve their skills. It was the starting point of his fame, which continued to grow along said dungeon. Players started to regard him as an amazing player until they read his guide and found out about his writing style. What most of his students didnt know, though, was that he had another purpose for training them. A not-so-harmless purpose. But this is a story for another time. Or is it? |
| So you read this guide and think you know everything you need to know, right? That everything will go smoothly once you dive into this damned dungeon, right? WRONG! YOURE WRONG! I cant express how WRONG you are. Theres ABSOLUTELY NOTHING in this damn dungeon that stays the same for a long time. Expect things to change. That passage you knew was safe? Now has a deadly trap. That single, powerful monster? Now there are a few more of them. Those monsters were weak? Bad luck, not anymore! Believe me when I say: YOULL. NEVER. KNOW. WHATS. TO. COME. If you take this into account, you MIGHT survive. Good luck surviving in this DAMN DUNGEON. - Last words written in How to Stay Sane in The Mad Rats Lab. Some players blamed the author for discouraging players from going inside, while others praised him for the same fact. Regardless, the dungeons popularity never stopped growing. |
| Never lower your guard. Its when you lower it that the worst happens. Every single second is as important as the previous, even if theres no enemy presence or signs of traps. You dont believe me? Its fine. Well see how long it takes for you to realize Im right. I dont think itll take long. - Tip from a veteran DMA player to a new player. |
| There are NO harmless monsters in this damn dungeon. As Ive said multiple times, its best to stay ignorant and dont poke anything that doesnt come and hurt you. But theres a BIG EXCEPTION: when the monster chases after you. Like with the Goblimps, you should NEVER allow them to stay hidden, because theyll attack when you CANT DO ANYTHING about it. For your own sake, dont ignore a monster just because it hasnt done anything yet or because it looks harmless. If its chasing after you, KILL IT as soon as you can Or youll be the one getting killed. After all, whats the worst that can happen, that it EXPLODES when you kill it? THATS NOTHING! Nothing new in this damn dungeon. Even if the explosion kills your monsters, its better than it exploding in a worse situation. - Extract from the Chapter Unexpected dangers from How to Stay Sane in The Mad Rats Lab. |
| Fear of the unknown is part of the basic human instinct. But you must adapt and learn to overcome it if you want to be a good DMA player. - A tip from a veteran DMA player to newer players. |
| It Wasnt Me (Innate passive skill) |
| When you deal damage to a non-Champion, non-Boss unit, that unit doesnt consider you as the attacker. The aggro generated is transferred to the closest ally without this skill. If there is no valid ally nearby to get the aggro, no aggro is created. |
| Goblin Magic (Active skill) |
| Cost: 30 MP |
| The next skill you use that spends MP deals double the normal damage and ignores defense, but theres a 50% chance that skill will target you instead of your original target. |
| Slippery (Innate passive skill) |
| You have a 20% chance to avoid attacks that deal enough damage to kill you. Only works if the attack deals more damage than 30% of your maximum HP. |
| One of the things I like the most in DMA is the visual effects of the spells. Theyre so realistic it makes you believe its real instead of a game. Though it isnt always a good thing. I will always remember that time when our group was swallowed by a dark vortex inside an Abyss dungeon I still have nightmares of that day. - Excerpt of an interview with a random DMA player. |
| You MUST bring AoE skills with you if youre going into this dungeon. Or else, when you encounter the pixies inside the greenhouse, and believe me when I say you WILL encounter them, youll suffer more than you can imagine. Pixies are weak and arent dangerous. Hah! Youre ST***D! Have you ever thought how itd feel to be attacked by a swarm of bees? THERES NO NEED TO KEEP GUESSING! Go find some pixies, and youll find out! - Extract from the Chapter Unexpected dangers from How to Stay Sane in The Mad Rats Lab. |
| Haaah, haaaah! Cant you feel it? The amazing feeling of being devoured whole and digested inside the monster? No? How cant you not enjoy such an incredible experience? Are you crazy!? - Famous words from No, I dont think you want to know any more about this. |
| ... Every faction has its own set of decorative elements they can use when creating the dungeon. Though, and Im sure you already know about it, theres a basic set that can be used by almost any faction at the same time. Basic plants and such things, for example. But the interesting part is when it comes to faction-specific decorations, dont you agree? The easiest example Im sure you know about is the fact that your faction has access to electric devices that most other factions dont. I believe the only other faction that can is the Magic Engineers. Hmm or maybe not? Im not sure now, Ill have to check when I go back home. Then there are the Sylvans with their colossal trees; the dwarves with their astonishing stone carving; the undead with their spooky, skeletal structures; or the gooey, gelatin-like stuff from the Amorphous faction. Ah, and what about the demons? Did you know they can - Random knowledge drilling done by Ricard. Andreu regretted asking him for advice, doubly so when he decided to place the plants randomly. He could have saved himself a headache. |
| Entangle (Active skill) |
| Cost: 50 MP, 10 MP per second |
| Immobilize every unit in a 10-meter radius for up to 5 seconds. The duration is reduced against units with higher average stats than you. |
| Thorn Spray (Active skill) |
| Cost: 30 MP |
| Launch several thorns in a small cone, dealing (1 + 0,1 * SPI) physical damage for each thorn that hits a unit. |
| Focus (Triggered skill) |
| When using an active skill, you receive a Focus stack. When using the same active skill as the last one, its cost is reduced by 10% for each Focus stack, up to 50%. The cost of all the other active skills is increased by 20% for each Focus stack, and using them will make you lose all Focus stacks. All Focus stacks are lost after 5 minutes. The timer is refreshed when obtaining a new stack. |
| Plant Vision (Passive skill) |
| You can see through decorative plants. |
| Beexie (Lv 7) | |||||
| HP | 368 (230) | STA | 30 (19) | SOU | 32 (20) |
| EP | 352 (220) | MP | 512 (320) | ||
| STR | 35 (22) | CON | 35 (22) | AGI | 30 (19) |
| SPI | 33 (21) | WIL | 35 (22) | DEX | 30 (19) |
| SPD | 5 | INT | 5 | COM | 3 |
| Skills | |||||
| Active: Entangle, Thorn Spray. Triggered: Focus, Death Burst - Clown Explosion (Innate), It Wasnt Me (Innate). Passive: Commander, MP Boost - LV 2 (Proficient), Plant Vision. | |||||
| Not all skills are equal. Some are more powerful, some are more versatile and some are useless. If you want to check the full list, please go to this.isafakeling.com. There, I have listed every single skill, including those exclusive to certain factions, and rated them according to how good or bad they are. - It wasnt uncommon for players to ask which skills were better than others, to maximize their power. |
| Pack Tactics (Innate triggered skill) |
| When you make a melee attack, increase its damage by 10% for every allied unit within melee range of your target that has this same skill. |
| Mimeoraptor (Lv 2) | |||||
| HP | 209 (190) | STA | 22 (20) | SOU | 17 (16) |
| EP | 231 (210) | MP | 220 (200) | ||
| STR | 23 (21) | CON | 22 (20) | AGI | 27 (25) |
| SPI | 14 (13) | WIL | 19 (18) | DEX | 20 (19) |
| SPD | 8 | INT | 3 | COM | 1 |
| Skills | |||||
| Active: Bleeding Strike. Triggered: Pack Tactics (Innate). Passive: Dauntless, Eternal Pain (Innate), Optic Camouflage (Innate). | |||||
| Bleeding Strike (Active skill) |
| Cost: 20 EP |
| Your next attack makes the target bleed. Bleed inflicts an extra 20% of the damage dealt with the attack as HP loss during 5 seconds. |
| Dauntless (Passive skill) |
| When facing an enemy with at least 20% higher average stats than you, increase all damage you deal by 20%. |
| Hey, do you want to fight some dinosaurs? Then go to The Mad Rats Lab and enter the new area: the greenhouse. There, youll find some. Im sure youll enjoy them, hahaha! I wish you good luck! - It was unusual that one of the first dungeons known for having dinosaurs wasnt a Lost World dungeon but a Flesh Monstrosities one. |
| Carnivorous Plant (Innate active skill) |
| Cost: 50 EP, plus 10 EP per second |
| You engulf one unit in melee range. While engulfed, the unit takes (10 + 0,5 * CON) acid damage each second. This damage isnt increased or reduced by having higher or lower stats. The engulfed unit must be significantly smaller than you, and you can only engulf one unit at a time. If the engulfed unit dies, you heal 100% of your maximum HP during the next minute. While a unit is engulfed or the healing is in process, you cant move, attack, or use any other skill. |
| Fused Monstrosity (Passive skill) |
| This unit was created by fusing several units into one. Each unit used in the creation process acts independently of the others while sharing the same body, stats, and skills. When one of the units is defeated, the stats of the remaining ones are reduced by 20%. |
| Hydra Mantrap (Lv 8) | |||||
| HP | 2.261 (1330) | STA | 200 (118) | SOU | 198 (117) |
| EP | 1.581 (930) | MP | 1.564 (920) | ||
| STR | 159 (94) | CON | 166 (98) | AGI | 132 (78) |
| SPI | 129 (76) | WIL | 168 (99) | DEX | 32 (19) |
| SPD | 5 | INT | 4 | COM | 2 |
| Skills | |||||
| Active: Eruption, Poison Cloud, Carnivorous Plant (Innate), Venomous Bite (Innate). Triggered: Isolation. Passive: Burrow, Enlarge, Fused Monstrosity, Eternal Pain (Innate), Fire Elemental (Innate). | |||||
| Burrow (Passive skill) |
| You can burrow into impassable terrain. It takes 5 seconds to do so and you cant move once burrowed. |
| Eruption (Active skill) |
| Cost: 150 MP |
| The ground splits up, randomly throwing 10 magma projectiles into the air. When they fall, they deal (20 + 1,2 SPI) fire damage to every unit they hit. |
| Youre asking why high-ranking players dont use weak monsters in their matches, right? It isnt that they dont use them at all, but its a matter of efficiency. When it comes to PvP matches, learning how to efficiently use your cp budget is one of the most important skills. The problem with weak monsters is that their level-ups cost as much as any other monster. Higher stats mean better use of those same skills, so if the cost to level them up is the same, wasting cp budget on weak monsters is a waste of potential. This is why its weird to see weak monsters in high-level PvP. - Excerpt of an interview with a high-ranking DMA player. |
| The visual realism of DMA was so spectacular that, more than once, people unrelated to the videogame industry used it as a stage for their projects. It wasnt weird for fantasy or mythological fans to play and record everything they saw, either. |
| Like every previous Mystery Event that DMA created, the rules werent revealed until right before the competition started. This was to ensure the mystery but also to make sure that players couldnt prepare for it. This was the only way to make sure everyone would start on equal footing. |
| There was always heavy competition between DMA players for who had the most original dungeon. This drove them to try and discover new ways to abuse the game systems, which was an equally pleasurable and headache-inducing situation for the DMA developers. |
| Sometimes, the best approach is clear to anyone. Sometimes, you have to think and work to get there. One thing is for sure: any dungeon that rose to the top ranks or got famous is possible to clear. There can be incredibly hard puzzles or difficult fights ahead, but if you persevere, youll eventually reach the end. Just keep trying and improving. |
| Thinking out of the box can bring huge benefits in DMA. Unlike in reality, there are game constraints. If you manage to abuse them and turn them in your favor, any situation can be solved easily. - Comment from an unknown player. |
| I cant count the number of times Ive wanted to strangle Ricard. |
| You have died! |
| Dungeon Invasion Failed! | ||
| Rewards Obtained | ||
| CP | XP | Resources |
| ... | ... | 1 Mermaid (capt.) |
| All cp and xp obtained after a dungeon invasion are reduced if you died, surrendered, or came back to the entrance to leave. Special resources arent affected, though. It isnt required to reach the dungeon core if youre trying to farm for your special resources, but its recommended to do so anyway. This way, youll save time later. - Basic knowledge every player should know. |
| The players were getting ready for DMAs next event: the Mystery Event. |
| Welcome to the Mystery Event! |
| Why!? Just why? Why am I always forced to do things I dont like? |
| Reached player level 8! |
| - Composite bosses unlocked - Maximum boss monsters increased to 3 - Received 7 x Stasis chamber - Received 1 x Giant stasis chamber - Received 10.000 cp |
| Mana Attuned (Innate passive skill) |
| Reduces MP costs by 10% and increases the damage of skills that use MP by 10% |
| Mana Core (Innate passive skill) |
| Cost: 3 EP per second (cannot be deactivated) |
| Recover 5% maximum MP per second. Automatically deactivated when it reaches 100% MP. |
| Chain Lightning - Lv 2 (Active skill) |
| Cost: 200 MP |
| Deal (10 + SPI) lightning damage to another unit. Then, the lightning jumps to the closest enemy within 5 meters and deals 10% less damage. The lightning continues to jump up to a total of 10 times. This skill cant damage a unit more than once. |
| Upgrades |
| Conductivity: The damage isnt reduced after each jump anymore. |
| Survival Instinct (Triggered skill) |
| When you have less than 30% HP, regenerate 1% HP per second. |
| Sniper (Passive skill) |
| Increases the range of all your ranged attacks and spells by 20%. |
| Capacitors (Triggered skill) |
| When using an active skill, store 1 charge for each 5 MP spent. If the next active skill deals lightning damage, spend all charges and increase the damage of that skill by 1 for each charge. All charges disappear after 5 seconds. |
| HP | 700 | STA | 70 | SOU | 80 |
| EP | 700 | MP | 1.000 | ||
| STR | 40 | CON | 40 | AGI | 20 |
| SPI | 100 | WIL | 40 | DEX | 20 |
| SPD | 7 | ||||
| Skills | ||
| Active | Triggered | Passive |
| Chain Lightning - Lv 2 (Conductivity) Chaotic Beam Cold Blast Fireball | Capacitors Indomitable Will Lightning Shield Survival Instinct | Maniac - Lv 2 (Expert) Mana Attuned (Innate) Sniper |
| The DMA developers wanted to create a game where each unit felt unique instead of being a copy of all the others, just with a different appearance. Thats why they created the Innate Skills, and also the reason they locked the stats of each unit. Given the chance to assign stats freely, every Champion would have ended up having the same stats and feel as all the others with a similar role. This way, players were forced to adapt and improve their Champions in unique ways which, in the end, created a more appealing experience. Players, especially roleplayers, loved this approach. |
| At that time, I thought everything would go smoothly compared to the start. I was wrong. |
| Most players didnt know yet because the Mystery Event rules didnt explain it in detail on purpose. The Calamities who settled down to create their domains didnt do so because they wanted to, but because they were requested to. They had a different role from the other Calamities. The players would discover this soon. |
| Impenetrable Wall (Passive skill) |
| Reduce the damage you receive from all AoE attacks and skills by 20%. When they hit you, you stop them from expanding in the direction youre blocking. |
| Health Trick (Active skill) |
| Cost: 50% Current HP |
| The next time you get hit by an attack or skill, negate all damage and status effects it would apply. This skill has a 1-minute cooldown. |
| Dont assume all you see is designed that way, especially when it comes to the bad parts. Its possible the player made a mistake when creating the dungeon and he or she didnt expect that part to be so difficult. Or that they didnt take into account the possibility of you bringing a certain type of support monster that messes up all the dungeons plans. Be lenient when it comes to evaluating the dungeons you step into. This applies unless youre inside The Mad Rats Lab. There, there are no mistakes. Everything is meticulously planned and prepared to inflict as much pain upon you as possible, both physical and psychological. The Evil Mastermind spares no one. - Tip from an anonymous DMA player. |
| ... Did you know theres a trick to identify which kind of slime from the Amorphous faction youre fighting against? When it comes to slimes with special innate troublesome skills, you just need to look at the color. Shade, transparency, and texture. Those three will tell you everything you need to know. Does the slime have an intense and vibrant red color? Does it look like its almost emitting light of its own? Does it have a piping-hot aura, like a metal left in the fire for too long? Thats guaranteed to be a Fire Slime. Is it black, so dark that it absorbs the surrounding light like a black hole? Thats a Terror Slime. Or is it a radiant green, and its surface is continuously bubbling like a carbonated drink? If it is, it must be a Regenerating Slime. But those are just examples from those slimes that have innate skills considered especially nasty. When it comes to other, more basic slimes like the basic Slime or the famous Spitter Slime and Splitting Slime, you need to look at something different. When creating them, the players can give them any color imaginable, but they will all be translucid, resembling slimes from most other games. So how should you distinguish between them, then? Hahaha, thats a hard question, my friend. The biggest difference between those are their sizes and skills, so unless you get close enough or wait until they use their innate skills, theres no way to know. Isnt this unfair, you ask? It isnt. Every DMA faction has its pros and cons, and the biggest advantage of the Amorphous faction is that their units are hard to identify. You might think youre facing one type just to find out you were wrong when it was already too late. But dont worry. At least, you can always run away. Theyre slow, after all. Hahaha! - Random knowledge drilling done by Ricard. Andreu regretted even more than usual listening to him, as his tips were absolute garbage in this Mystery Event, where every monster looked different than usual. |
| A storm was brewing. Andreus time to enjoy the Mystery Event without worry was coming to an end. It was the calm before the storm. |
| Resurrection (Activated skill) |
| Cost: 300 MP |
| You return a dead allied unit to 10% of its maximum HP. The resurrected unit will have all their stats reduced by 20% for the rest of the Dungeon Invasion or Dungeon Battle. After using this skill, your MP and SOU will be reduced by 10% for the rest of the Dungeon Invasion or Dungeon Battle. |
| Although you should build your Champion to your strengths, never forget to have your weaknesses covered. This applies even if you plan on playing in multiplayer exclusively. The reason is simple: you dont want to be incapable of doing something if your teammates or support mobs arent there. Allow me to give you an easy example. Not all of you need healing skills that can recover your or your teammates HP, but you should have at least one skill that helps you stay alive for a longer time. Dodge, damage reduction, attacks that trigger when you take damage, invulnerability shield Whatever you choose, you should be able to stand your ground when the need arises. Otherwise, the healer will be forced to waste lots of resources on you, harming the chances your team will survive in the long run. - Excerpt of an interview with a top DMA player. |
| Following the leader, the leader, the leader. Following the leader, wherever he may go. |
| Let the pain and fear seep into you. Let them soak your body. Let them fill your soul. Only when you become one with despair will you achieve enlightenment. - Fragment of the Dark Scriptures. Forbidden texts for normal people, holy texts for some others. |
| As a general guide, the larger the monster, the stronger it is. This applies to all but humanoids, so take special care when dealing with them. - Basic DMA knowledge every player should know. |
| Purity - Lv 2 (Passive skill) |
| You have a 30% chance to resist all status effects. |
| Upgrades |
| Restoration: You have a 30% chance to remove one status effect applied to you every second. |
| Parry (Active skill) |
| Cost: 20 EP + ? EP |
| If you hit an offensive attack or skill at the moment of impact, you negate it and take no damage. This skill costs 1 extra EP for every 10 damage negated. This skill can only be used if you wield a melee weapon. |
| As with other prior events, when the game assigned the players to random groups, the DMA staff took into consideration something other than the team composition: how toxic those players were. Players reported for flaming, players who left the game and abandoned their teammates to their deaths, or players who were specially tagged for other reasons. In short, players that would likely disrupt the teams they were assigned to. They assigned those players to special teams, ensuring that regardless of what they decided to do during the Mystery Event, they wouldnt harm the rest of the players as much as they would if they were assigned to their team. |
| The Mystery Events secrets were slowly getting unraveled by the players. Things in the labyrinth were changing over time, unknown to most of them. But theyd soon find out. |
| Flying Slash (Active skill) |
| Cost: 30 EP |
| Deal (2 + 0,5 * STR) physical damage to the first unit hit in a straight line. This skill can only be used if you wield a melee weapon. |
| Darkness (Active skill) |
| Cost: 150 MP, plus 50 MP per second |
| Engulf everything within 5 meters of you in dense darkness. Units inside cant see, and nothing can be seen from the outside. The darkness stays in the same place until you cancel this skill. |
| Unfathomable Gaze (Active skill) |
| Cost: 200 EP, 200 MP |
| Immobilize a single unit for the next 5 seconds. While immobilized like this, that unit cant attack or activate skills. This skill cant be avoided, it ignores all resistances, and cant be removed by any means. Theres a 10% chance this skill will affect you instead of your target. This skill can only be used once per Dungeon Invasion or Dungeon Battle. |
| Gods Intervention (Triggered skill) |
| If you would be killed, you are reduced to 1 HP instead and ignore all damage and status effects for the next 5 seconds. This skill can only trigger once per Dungeon Invasion or Dungeon Battle. |
| The top ranks are called like that because theyre in a league of their own. You cant hope to match against them in equal circumstances. Hell, Ive seen a top player face ten other players at the same time and emerge victorious! - Excerpt of an interview with a random DMA player. |
| The Mystery Event was set with the players cooperation in mind. Although the rules didnt state it directly, even mentioning the possibility of obtaining extra points from defeating other teams, everything was designed for cooperation. Calamities that were too powerful for a single team to defeat alone. Different quest objectives helped the players avoid danger and know where to go. A labyrinth layout choked with dead ends that naturally drove the players towards the carriage highways, which worked like hubs. Secrets players could only find with the help of other parties. The whole event was designed to award those teams who cooperated with others. |
| Buddugs Daze |
| When activated, stun the target unit for 10 seconds. Has a single use. |
| Tears of a Fallen Kingdom (Incomplete) |
| This item couldnt be finished because it required a special component. When you feed it the component, itll become complete and its functions will be revealed. This item will break if it takes damage. Missing component: Soul of a Calamity. |
| ... Im sure you already know, but weapons, armor, and everything else you can customize your Champion with are just cosmetics. Even the different weapon types do little more than change your reach and the skills you can use. But did you know there are exceptions to this rule? For starters, there are the quest items, puzzle pieces, and similar stuff. Things that players can create for the invaders, to make the dungeon more interesting and appealing. They usually dont give extra powers unless the dungeon owner wants to. Other items do change ones performance, though theyre restricted to certain factions. The one with the most options of them all, the Stone Lords, the dwarves, can create their own weapons and armor and give them special effects. They cant raise stats with items, though, but they can give them special properties like elemental types. The most appealing of them all are firearms. They can change the barrel size, the ammunition before reloading, the fire rate The more expensive they can make a weapon, the stronger their Champions and monsters can be. Thats their biggest strength. Of course, the game balances it by adding the cp cost to create the weapons to the Champions and monsters costs. Itd be too imbalanced otherwise. - Random knowledge drilling done by Ricard. |
| Ignite (Active skill) |
| Cost: 30 MP |
| Launch a flame that sticks to the first unit hit, dealing (2 + 0,2 * SPI) fire damage every second for 5 seconds. |
| Sometimes, things go as planned. Sometimes, they dont. Anyhow, I love playing DMA. - Famous last words from a certain DMA player right before his plan inevitably failed. |
| Andreu was unaware how his actions would cause a huge ripple in the future. When the ripples got to him, he got one of his most painful headaches in a while. |
| Wrath (Innate triggered skill) |
| When you take damage, increase all the damage you deal by 0,5%. This skill can stack and the buff lasts until combat ends. |
| This game has more stuff than one might expect. Even expert players will find or discover something new now and then. From skills you didnt know existed, to new monsters, to synergies you never thought possible, to faction mechanics you never heard of. Never think you know everything or that nothing can surprise you. - Excerpt of an interview with a random DMA player. |
| Fate Reversal (Active skill) |
| Cost: 80 MP |
| For the next 2 seconds, all status effects you would suffer are nullified and reflected back to the attacker. This skill has a 30-minute cooldown. |
| Counterstrike (Active skill) |
| Cost: ? EP |
| Deal physical damage equal to the damage received from your target since the battle started. This skill costs 1 EP for every 10 damage received. This skill has a 5-minute cooldown and can only be used if you wield a melee weapon. |
| Oh, yeah... Where is Balmy? I completely forgot about her. |
| Ritual of Annihilation (Active skill) |
| Cost: 100 MP, 50 MP per magic circle |
| After five seconds of channeling, the target unit takes (100 + 5 * SPI) untyped damage, plus another 10% of their Max HP for each magic circle. The damage cant be avoided or prevented. You must first create at least 3 magic circles to activate this skill. To create a magic circle, you need to channel for 10 seconds uninterrupted, and they must have a distance of at least 10 meters between them. Theres no upper cap to the magic circles used when you activate this skill, but you can only create a maximum of 10 per Dungeon Battle or Dungeon Invasion. Once the ritual finishes, this skill cant be used again until 10 minutes have passed. The magic circles can be reused. |
| Tears of a Fallen Kingdom |
| All Calamities within 30 meters have their stats reduced by 50%. This item will break if it takes damage. |
| The thing I like the most in DMA? Its the sheer variety of skills you can choose from. There are so many. The builds you can create are almost infinite! Lets use a pyromancer as an example. Do you want to focus on area damage or single-target? Maybe a bit of both? Will you self-harm with your skills to increase your damage output, or would you go the opposite way and reduce the damage you deal to yourself while attacking everyone close to you? Heal when you burn your enemies? Sacrifice accuracy to boost your firepower? Perhaps, you want your damage to scale up as your fight goes on; or the contrary, and quickly burn out in a big explosion? Or do you like rituals and like to prepare and plan everything to incinerate your enemies with a single attack? You can do all that and more! And thats just talking about a single type of mage. - Excerpt of an interview with a random DMA player. |
| What happened next? Chaos ensued. What else did you expect from such a situation? |
| Self-destruct (Active skill) |
| Cost: - |
| After five seconds, deal (10 + 0,5 * Max HP) physical damage to every other unit in a 10-meter radius area around yourself and push them 10 meters away. You die. |
| The worst experience Ive had in DMA is, by far, that time I fought against a group of crazy maniacs. Regardless of how many times I killed them, they kept rising again and again, like zombies. A smile on their faces and a dangerous glimmer in their eyes, as if they treated death like a pastime. I still have nightmares from that day - Excerpt of an interview with a random DMA player. |
| This was, by far, the worst moment the Mad Rat cultists experienced in their lives; and it wasnt because of Martas punishment, they didnt care about that. Some of them even enjoyed it. What shocked them was being called a nuisance by their own god. It was the worst thing they could imagine. As such, they all agreed it was time to repent for their transgressions To be continued. |
| Reuse and recycle. Andreu and his teammates would soon come to understand the true meaning of this phrase. |
| Andreu and his teammates werent the first ones to reach the central city. By the time they got there, the conflict had grown out of proportion, exceeding anyones predictions. The more players congregated, the more noise they generated; which further increased the speed at which new players came. It was a massive battle spanning hundreds of players. |
| The default party size in DMA was four players; and tournaments, special events, and everything else was designed with this number in mind. But not dungeons. After a certain level, the players were allowed to change the maximum number of invaders and turn their dungeon into a raid dungeon: dungeons designed for groups larger than four. As with other games, the players created guilds to defeat them. |
| ... If you arent sure what looks would be the best for the monster youre creating, just come and ask me. I dont want to brag, but I know almost everything when it comes to DMA, including the accessories each faction can use and unlock. There are lots of players that dont like spending resources and cp to unlock new customization elements, and theyre wrong. Unlocking everything goes against all efficiency, something you should never do unless youve already reached max level and just want to complete everything, but not unlocking any cosmetics is equally bad. The key is knowing the minimum you must unlock to achieve your goals. If you dont invest in the cosmetic elements, all your monsters will end up looking quite dull, and the lack of differences between them will bore the invaders. This is especially true if you plan on using lots of the same unit. For example, did you know that the human faction can unlock an armor set inspired by the griffins? The armors bracers have claws like those of an eagle, and the enormous cape looks like wings from a distance. If youre creating a Griffin Knight squad and dont unlock that armor, youre stupid. And theres a lot more stuff other than apparel, armor, and weapons you can unlock, depending on the faction. For example, new wing and halo shapes and sizes for the angels, or wings and horns for the greater demons. More colors for the slimes, special body features for the orcs and goblins like tusks or tattoos, or golem parts and shapes for the Magic Engineers. Even the undead can unlock new decomposition stages for their units, like being infested with maggots; as well as new causes of death like burned, frozen, or drowned. - Yet another one of Ricards knowledge drilling sessions. This time, though, Andreu was lucky enough to run away on time. Or was he? |
| DMA released more content during the games life. New factions, new monsters, new skills They had extra care with the latter since they knew they could easily break the games balance. A single skill could interact with others to create a combination that was too powerful. This is why they usually tested the skills in special events before releasing them for the players, though they sometimes also created skills for the events just to see how they would perform, without any intention of adding them to the game. |
| Mass-produced final bosses!? Who the hell thought that would be a good idea? Bring them to me! Only I am allowed to do such a thing! |
| As Andreu suspected, the DMA staff in charge of this Mystery Event did indeed use his tactics of manipulating the players emotions for the last battle. They got the inspiration from watching his videos and replays. To be more precise, it was a single worker obsessed with watching him and laughing at everything he did: a woman who spent the Mystery Event watching a giant screen in a dark room with several other smaller screens. She was under a blanket and had a drink in one hand, and a popcorn cup in the other. |
| Nobody expected that the Mystery Event would end with a bang literally. |
| Congratulations! |
| Youve achieved the impossible and destroyed ???? before it could |
| Urgent Mission: Survive! |
| Escape the area before everything blows up. If you die now, you wont obtain any points for completing the secret mission. Good luck! |
| It never feels good to be on the other side. Andreu learned this the hard way that day. Did he change his way of doing things, after realizing how awful it feels? If you consider that doubling up on everything he did, to inflict the maximum despair on his invaders, is part of the learning experience Then yes. He learned it properly. |
| Aegis - Lv 2 (Activated skill) |
| Cost: 200 EP, 100 MP |
| You ignore all damage and status effects for the next 10 seconds. You cant move, attack, or use skills during this time. You cant use this skill more than three times per Dungeon Invasion or Dungeon Battle. |
| Upgrades |
| Shieldfield: Aegis now affects all allies within 2 meters of you, and it now has a single use per Dungeon Invasion or Dungeon Battle. |
| Whoa, you survived that!? |
| Congratulations! You survived the golems explosion and have received the same bonus points as everyone else |
| Somewhere inside a dark room filled with screens showing several areas of the Mystery Event, a certain DMA staff worker was laughing like there was no tomorrow up to the point her coworkers thought they had to call the ambulance because she was having a seizure. After having pestered her coworkers for weeks just to be allowed to plan the final showdown, she had been looking forward to watching the players face it. She just never expected her favorite player, the one who she took inspiration from, to be the one to fall for her tricks. |
| They didnt learn anything. Although they called this an epic failure and sought to make amends, like diving into The Mad Rats Lab to relearn everything from scratch, they didnt understand the reason why they upset their god in the first place. But thanks to this, Andreu got a ridiculously huge cp boost, after so many players diving into his dungeon and purposely allowing themselves to be killed. So Alls good that ends good? maybe? |
| STOP! Regardless of what you think, there ISNT another way to reach the dungeon core. IGNORE. THAT. DOOR. It leads nowhere. For your good, and mine as well, NEVER try to open it, or youll regret it. Its a dead end. A dead end for YOU. As Ive said. THERES. NOTHING. TO. SEE. THERE! - Extract from the Chapter Important things to look out for from How to Stay Sane in The Mad Rats Lab. This fragment further increased the players curiosity to go where they shouldnt. |
| Infinity Cat (Lv 2) | |||||
| HP | 319 (290) | STA | 24 (22) | SOU | 24 (22) |
| EP | 220 (200) | MP | 242 (220) | ||
| STR | 17 (16) | CON | 26 (24) | AGI | 14 (13) |
| SPI | 23 (21) | WIL | 12 (11) | DEX | 3 (3) |
| SPD | 5 | INT | 3 | COM | 1 |
| Skills | |||||
| Triggered: Hyperallergenic, Nine Lives (Innate), Split (Innate). Passive: Fragile, Eternal Pain (Innate). | |||||
| Nine Lives (Innate triggered skill) |
| You have nine lives. The first eight times you would die, instead recover all the missing HP. Skills that trigger on death dont trigger at the same time as this skill. |
| Split (Innate triggered skill) |
| When you take more than 10% of the maximum HP as damage from a single source and survive, you split into two identical, smaller units with 50% of your base stats. SPD, INT, and COM dont get affected. |
| Fragile (Passive skill) |
| All damage you take is doubled. |
| Hyperallergenic (Triggered skill) |
| You take (5 + 0,05 * Max HP) damage as HP loss every second when touching another unit. This damage increases by the same amount for each extra second you remain in contact. |
| Of course, you cant! Are you crazy!? When in the wrong hands, the Nine Lives skill is so broken that any PvP match could be won just because you have it. Theres no way the game devs would allow you to use a monster with that skill in a PvP match. This is also true for other skills assigned to units with special thought because of their power. In the case of Nine Lives that youve asked me, the game devs balanced it by giving it to a weak-ass unit that costs significantly more than any other unit with a similar stat line. I believe the Sacred Cats cp cost is around 500 cp, but it has the same stats as a basic unit so it costs over ten times extra just to get the extra revivals. This makes it generally not worth the investment. You can still build an interesting unit using them, but it wont break the game; so its fine if a player from the Divine Blood faction uses a Sacred Cat in PvP. On the contrary, if you were allowed to give this skill to any unit, itd certainly break any PvP match. Can you imagine giving it to a dragon? A dragon with nine lives, which by the way is stronger than simply getting nine times the amount of maximum HP, would be unstoppable. You can still use it on your dungeon as you please, its just that you arent allowed to bring any monster with Nine Lives into a PvP match. If you mess up your dungeon by adding an impossible monster, its your fault, and its up to you to fix it but PvP should remain balanced. Oh, by the way, are you curious about what other skills are banned for PvP for your faction but are allowed for the original faction? Im sure you wont regret listening to me for a while longer! Hahaha! - Later on, Andreu found out about the Nine Lives skill in PvP thanks to one of Ricards knowledge drilling sessions. Although he wanted to know and was grateful for his explanation, it doesnt mean he didnt regret asking. |
| Fake Statue (Innate triggered skill) |
| At the start of the Dungeon Invasion or Dungeon Battle, you become invulnerable to all damage and status effects, and cant be identified. This effect lasts until you move for the first time or use a skill. |
| The Troll Over The Bridge (Lv 5) | |||||
| HP | 1.092 (780) | STA | 102 (73) | SOU | 37 (27) |
| EP | 840 (600) | MP | 336 (240) | ||
| STR | 75 (54) | CON | 78 (56) | AGI | 53 (38) |
| SPI | 25 (18) | WIL | 65 (47) | DEX | 46 (34) |
| SPD | 4 | INT | 5 | COM | 2 |
| Skills | |||||
| Active: Bash, Mighty Blow. Triggered: Unexpected Strike. Passive: Unidentifiable, Earth Elemental - LV 2 (Like A Rock) (Innate), Regeneration (Innate). | |||||
| There are times when its better to leave things as they are to avoid causing a disturbance when you least need it. Then, there are other times when YOU MUST DESTROY EVERYTHING JUST TO VENT YOUR ANGER! Smash those tiny flowers! Step on them! Make them shout in a panic! This might be your only chance to release all your pent-up frustration, so DO IT! Theres not even the need to worry about enemies spotting you with all that noise, because most of the enemies inside the greenhouse will wait for you to come closer, or have already spotted you anyway. In short: KILL. THEM. AAAAAAAAALL!! - Extract from the Chapter Release your frustration from How to Stay Sane in The Mad Rats Lab. |
| Sweet Scent (Innate active skill) |
| Cost: 100 EP, plus 5 EP per second |
| You release a sweet aroma that attracts enemies within 20 meters. While active, one random non-player, non-boss unit that isnt given strict orders will unconsciously walk in your general direction. |
| Strangle (Innate active skill) |
| Cost: 40 MP, 3% Max MP per second |
| One unit youre touching cant talk or use active skills until this skill ends, and takes (1 + 0,1 * STR) physical damage per second. This skill can only silence enemy Champions and Bosses for a maximum of 5 seconds. The timer resets one minute after the silence ends. |
| Sweet Trapvine (Lv 1) | |||||
| HP | 590 (590) | STA | 37 (37) | SOU | 46 (46) |
| EP | 260 (260) | MP | 530 (530) | ||
| STR | 26 (26) | CON | 34 (34) | AGI | 17 (17) |
| SPI | 20 (20) | WIL | 32 (32) | DEX | 29 (29) |
| SPD | 1 | INT | 2 | COM | 0 |
| Skills | |||||
| Active: Strangle (Innate), Sweet Scent (Innate). Passive: Untouchable, Eternal Pain (Innate). | |||||
| It wasnt unusual for players to create monsters that copied those in other games or fictions. The free access to skills and aspect customization allowed in DMA was so great that the players could go as far as their imagination allowed. There were even players who created whole dungeons dedicated or inspired by another work. |
| Under the players constant petitions, DMA implemented a new option for werebeasts, exclusive to those that were used as Champions. Instead of having a beast head and heavy animal features that made them easily distinguishable from humans, they allowed the players to choose a more human-like aspect. While keeping the animals body features like claws, tails, and fins, the head could be changed to one that looked like a human. They all had small modifications like large canines, split pupils, or animal ears, but nothing compared to the beast heads they had by default. Lots of players, especially women, liked this change, while others didnt care. There was an appeal for both options. |
| There are things youll remember for the rest of your life. It can be the day you passed an important exam, the day you won the lottery, the day you met your love Regardless of what happened, youll cherish that experience until the day you die. There are also things youd wish to forget as soon as possible; but for some reason, those horrifying experiences cling to you, haunting you for the rest of your days. It wasnt common, but a few players would never forget certain experiences they had when playing DMA. Both for good and for bad. |
| So, despite all my warnings, youve gone and done it. Youve crossed the door that DOESNT EXIST, hoping for an easy way forward, and suffered because of it. Or you went and looked for the INEXISTENT MONSTER. Maybe you had the great idea to taunt the Evil Mastermind and now he has set you as a target for all his experiments. Whatever you did, CONGRATULATIONS! Its too late for you now. Theres no coming back from THAT. - Extract from the Chapter Pretend this chapter doesnt exist from How to Stay Sane in The Mad Rats Lab. |
| To make DMA more interesting and realistic, the AI had certain behaviors preprogrammed so that players could use them without knowing about programming. Things like dancing, standing still and ignoring everything, talking to the invaders, and patrolling between two or more points were just a few of them. A lot of them, though, were available only if the units original Intelligence stat was above a certain value. The harder and more complex the command, the higher the required Intelligence. |
| In DMA, players could give their dungeons a recommended level tag if they wished to. This way, they could ensure the invaders knew how challenging the dungeon was. This didnt prevent players from ignoring it, though. Maximum-level players stomping on low-level dungeons simply for fun wasnt an uncommon sight, nor was it an uncommon sight for players bringing lower-leveled Champions into a maximum difficulty dungeon and then bragging in the forums of their victory. |
| Human stupidity knows no bounds. Be it real life or a virtual world, this is the sole absolute truth. If anything, players are bound to act in more foolish ways than they would in reality, since the consequences of their actions wont affect them outside of the game. |
| Fire Elemental (Innate passive skill) |
| Negates fire damage that deals less than (10 * level) damage. Fire damage higher than this amount is reduced by 50%. |
| Sloth (Innate passive skill) |
| During combat, for each consecutive second you spend without moving, attacking, or activating any skill, increase the damage of your next attack or active skill by 10%. |
| One of the biggest appeals for playing the Wicked Legion, the demon faction, was getting access to some of the most powerful innate skills, including the Seven Sins series. Each one was either difficult to use or had a drawback, but if the players knew how to use them, they could achieve extraordinary things. |
| Delayed Cast (Active skill) |
| Cost: 30 MP |
| Delay the activation of the next skill you use that requires MP, up to a maximum of 10 seconds from the moment of activation. |
| The secret to reaching the pro level? Isnt it obvious? Its about the usage of the skills rather than anything else. A pro player must know how to best utilize any skill in their skillset if they want to achieve success. The same skill, utilized by a master or a noob feels completely different. - Excerpt of an interview with a high-ranking DMA player. |
| The fastest way to know if something is a Mimic is to attack it. The same is true for all other monsters that cant be identified or that pretend to be decorations in the dungeons. Ah, yes. I say fastest, but it isnt necessarily something that takes a short time. When a monster cant be identified, the game wont show the HP bar either, to stop the invaders from immediately knowing its a monster. This means to reveal it, the monster must either show itself voluntarily after getting hurt, or remain still, pretending to be a decorative element until it dies. It can take a while to bring down the latter if they have defensive skills, thats why it can take a while. Either way, its as I said: you must attack it to reveal its true nature. - Excerpt of an interview with a random DMA player. |
| The latest video from the Its alive! Its alive! series was a bit different from the usual. The viewers werent sure how to react to it, but the ones who were the most affected were the players. They knew how the two original Hunters looked, and the addition of a third member was something they dreaded. |
| The Sun (Lv 7) | |||||
| HP | 1.216 (760) | STA | 84 (53) | SOU | 99 (62) |
| EP | 768 (480) | MP | 1.072 (670) | ||
| STR | 76 (48) | CON | 86 (54) | AGI | 78 (49) |
| SPI | 128 (80) | WIL | 91 (57) | DEX | 83 (52) |
| SPD | 6 | INT | 5 | COM | 3 |
| Skills | |||||
| Active: Searing Ray, Starfall, Hawk Transformation (Innate). Triggered: Radiant Presence. Passive: Expert Tracker, In Flames, Too Gross to Look At, Fire Elemental - Lv 2 (Heat Absorption) (Innate), Sloth (Innate). | |||||
| Searing Ray (Active skill) |
| Cost: 100 MP, plus 30 MP per second |
| Deal (5 + 0,6 * SPI) fire damage every second to the first unit in the rays path. This skill can be redirected while channeled. |
| Starfall (Active skill) |
| Cost: 150 MP, 20 MP per star |
| Create up to 20 magic stars that fall from above. The stars explode upon contact, dealing (5 + 0,3 * SPI) arcane damage to every unit within 1 meter. |
| Radiant Presence (Triggered skill) |
| If a unit looks at you for 5 seconds, it becomes blinded for the next 5 seconds. This skill doesnt work on allied units and can only blind enemy Champions and Bosses for a maximum of 5 seconds every minute. |
| Too Gross to Look At (Passive skill) |
| Other units that can see this unit have a 20% penalty to hit. This skill doesnt stack and doesnt work on allied units. |
| Expert Tracker (Passive skill) |
| When a unit moves over solid terrain, itll leave footprints you can see. The footprints last for 5 minutes. |
| In Flames (Passive skill) |
| Deal (10 + SPI) fire damage each second to yourself and every unit within 5 meters. This skill is deactivated until theres an enemy in the same room and within 30 meters. |
| Fire Elemental (Innate passive skill) |
| Negates up to (10 * level) damage from fire attacks. Fire damage over this amount is reduced by 50% after the negation takes place. |
| Upgrades |
| Heat Absorption: You heal for the same amount of fire damage negated or reduced. |
| Wish (Active skill) |
| Cost: 1.000 MP |
| Choose one of the following options. After 10 seconds, your wish becomes true. You cant use this skill more than one time per Dungeon Invasion or Dungeon Battle. 1- Target unit loses (50 * level) HP. This HP loss cant be prevented, avoided, or reduced. 2- Target unit gains a shield that nullifies all damage and status effects for the next 5 seconds. 3- Target unit is resurrected at 10% maximum HP. |
| Dont expect everything to work as you expected; when creating a dungeon, there will always be surprises. The sheer amount of elements interacting with each other makes it impossible to predict what will happen when you press the play button. My suggestion is to do trial and error. Observe other players invasions into your dungeon and find what works and what doesnt. Dont get upset if your best ideas turn out to be useless, and try again. - From Your first dungeon, a guide for new DMA players. |
| Flash (Active skill) |
| Cost: 50 MP |
| Blind all units within 3 meters that are looking in the lights direction for the next 5 seconds. This skill can only blind enemy Champions and Bosses for a maximum of 5 seconds every minute. |
| Levitate (Active skill) |
| Cost: 1 MP per second per unit |
| You make any number of allied units levitate. While levitating, a unit will hover at about 10 centimeters off the ground and slowly fall when the distance to the ground is greater. |
| All DMA skills have at least another skill that can counter them. Of course, this is for balance reasons when it comes to PvP, but its also to make the game more interesting. Even overpowered skills that deal unavoidable damage can be countered in a multitude of ways, like skills that trigger upon death, skills that resurrect the dead, or skills that unconditionally prevent death if certain conditions are met. If there were omnipotent skills, the players would do one of two things: they would all use the same skills because they were The only way to win; or theyd leave the game out of boredom because every single battle is always the same. Either option isnt a good one. - Excerpt of an interview with a random DMA player. |
| When invading a dungeon, regardless of it being PvP or PvE, always take into account the surrounding terrain and decorative elements. It isnt unusual for players to ignore elements that might play an important role in the future. For example, tiny holes or cracks in the walls can be a signal that there are traps nearby, or they could be used by small monsters to harass you. Its also possible theyre warning about an important event youll find in the future, or they can be a clue for a puzzle. Similarly, scratch marks on the wall are usually a warning of the presence of strong non-humanoid monsters, and it isnt unusual for mimics and disguised monsters to hide within a group of similar decorative elements. Shelves filled with dangerous substances might explode, causing burns and poisoning; a door, even if impossible to open, can tell theres a room or passage on the other side; and pictures or murals can be an important clue about the dungeons lore. The greatest and most famous dungeons are filled with things like those. This is why theyre so life-like: theres almost nothing in there thats just a decoration. - From Stop playing like a noob, a guide for DMA players. |
| To prevent players from being let down when diving into a random dungeon, the dungeon owners had the option to give their dungeons the quest tag. When a dungeon had the tag, it would be excluded from the random pool. This made it almost impossible to stumble upon a quest dungeon unless the players were searching for them, but at the same time, it made it easier to find them, since they could be searched by the quest tag. |
| What I like from quests in DMA is that they can be very different from the usual experience. From time to time, I love finding a dungeon with a quest, to break the monotony. - Words from a random DMA player. |
| I didnt know yet Id have to eat my own words very, very soon. |
| In what other game can you have monsters that can live inside other monsters while contributing to their battle prowess? Or monsters that are formed by multiple other monsters? And what about monsters that ate smaller ones, working in synchrony as if they were a single entity? - From an unknown source. |
| Sinful Blessing (Innate active skill) |
| Cost: 10 MP |
| Parasitize an allied unit. The unit receives a 50% boost to its STR, SPI, CON and WIL (up to 50 maximum) but loses 1% Max HP per second. Once activated, this skill cant be canceled or used again until the allied unit dies. This skill only works on significantly larger units, and only if they at least double your average stats. |
| One of the most ridiculous things Ive seen in DMA Ah, what about that one time? I can assure you, nobody could have expected that Do you know theres a worm from the Wicked Legion that can parasitize other units? When it parasitizes them, the worm disappears inside the unit until it dies. Something ridiculous happened not long after the game added the Flesh Monstrosities faction. Imagine our surprise when my team, trying for the first time a Flesh Monstrosity dungeon, found a goblin standing alone in a giant room, as if it were a boss. We killed the weak-ass goblin in a single strike and then, suddenly, an actual dragon boss emerged from inside! It turns out, the crazy dungeon owner decided to merge one of those worms with a dragon! After defeating the dragon, we laughed so much at the ridiculous experience What happened next, you ask? The DMA staff quickly patched the worms skill so it only works on larger and stronger units, to avoid cases like this one. You cant find anything like that anymore. But even now, every time our team meets, we recall that one crazy experience. - Excerpt of an interview with a random DMA player. |
| There are a few skills that could create very awkward situations when faced against the same skill. This is why, in most of those cases, theres an available skill upgrade that prevents that from happening. Charming Eyes, one of the most powerful crowd control skills, is an example of that. You can upgrade it so that other charming effects do not affect the user, preventing charm locks between two units charming each other back. - A tip from a random DMA player. |