Squishiverse Docs
  • The Squishiverse
  • Staking and the Token
    • $SLIME
    • Staking and xSlime
    • L1 Bridge
    • DEX and LP Farm
  • Squishilands
  • Token Usecases
    • Marketplace
      • Navigation
  • Roadmap
  • Gamedesign and Lore
    • Our motivation
    • Our metaverse direction
      • Gameplay Loop
    • Gameplay Overview
      • Guilds
      • Player Housing
      • Idling Activities
      • Combat
      • Class System
      • Dungeons
      • Progression Systems
      • Various
    • 👑Lore
      • Chapter 1
      • Chapter 2
      • Chapter 3
      • Chapter 4
      • Chapter 5
      • Chapter 6
      • Chapter 7
      • Chapter 8
Powered by GitBook
On this page
  1. Gamedesign and Lore
  2. Gameplay Overview

Dungeons

PreviousClass SystemNextProgression Systems

Last updated 3 years ago

First dungeon content will be PvP enabled. Initial dungeon concept will see players spawning at a random entry point on the map with their group, with the goal of grinding Elite enemies for rare drops. Once players have acquired loot, they must then make it back out of the dungeon in order to secure the loot back into their wallets, or continue deeper into the dungeon for chances at even better loot.

Enemy Types

Enemies will be separated into 3 tiers with differing loot tables based on difficulty with 2 tiers of elite mobs to keep the dungeon challenging as players make their way further inside.

Trolls Elite tier Extremely rare NFT drops Drops (purple/epic) gear with a level of 20

Skeleton 'Leaders' Elite tier No NFT drops Drops (purple/epic) gear with a level of 10

Goblin Strongest tier Drops (blue/rare) gear within a level range of 8-16 Small chance for anti poison item

Skeleton Average tier Drops (green/uncommon) gear within a level range of 4-10

Rat Weak tier Drops (white/common) gear within a level range of 1-5 Small chance for 'potion' drops (e.g. rat meat)