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Misuse of the page/link. Described example is not present in this video game at all; an exact duplicate can be found at another page, "YMMV/Krater", which seems to indicate this was originally added here by accident.


* DifficultySpike: A major example occurs in the final stage of a sidequest chain in the first town. Throughout the chain, you help a woman [[CloudCuckooLander of questionable sanity]] gather meat from the local wildlife so she can feed her family. The final "animals" you have to hunt? [[spoiler:''Giant mutants who are roughly twice the level you are when you first obtain the quest''.]]
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* DifficultySpike: A major example occurs in the final stage of a sidequest chain in the first town. Throughout the chain, you help a woman [[CloudCuckooLander of questionable sanity]] gather meat from the local wildlife so she can feed her family. The final "animals" you have to hunt? [[spoiler:''Giant mutants who are roughly twice the level you are when you first obtain the quest''.]]
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Not YMMV.


* HellIsThatNoise: Quite a few, all of which are sounds enemies make when they have spotted you.
** Hearing a trap wall open and being greeted by a loud chorus of several monsters all engaging you at the same time.
** Eyes make a very loud startling CLANG sound.
** Minotaurs, Deep Minotaurs and Satan make a very loud bassy roar when angered.
** Mummies aren't too threatening if you can avoid them, but the bizarre shriek they make can be startling.
** It's very subtle, but Wraiths make a very quiet crackling noise when they spot you. Hearing it in a dark room can be panic-inducing. What makes this worse is that Tormentors make the same sound, which are essentially very very weak versions of wraiths - so you don't know if you're about to get slammed for huge damage or poked and prodded for very little.
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* DemonicSpider: Several, including ones specifically designed to be this.
** Wraiths are fast, can be difficult to see or hear coming, and hit very, VERY hard. They're extra-demonic for melee characters, who had better hope they have a longer-range weapon on hand otherwise they'll have to execute a charged attack with split-second timing to avoid taking damage. They also avoid all traps by flying over them.
** Eyes have just about everything Wraiths have going for them, except they will also launch magic missiles whenever they get hit. In addition to this, while Wraiths can generally be avoided if you know where they are beforehand, Eyes will engage you as long as they have a direct line of sight to you - they don't care how far away you are at all. The startling *CLANG* noise they make when angered doesn't help anything. The one saving grace is that they can't fly and are sometimes so eager to come and kill you they blunder straight into lava and die.
** Evil Warlocks are this to melee characters. While regular Warlocks are no slouch, their missiles can be neutralized with good timing. With Evil Warlocks, the magic missiles they cast are incredibly fast and hit even harder, so about the only recourse you have is to swing your weapon wildly and hope for the best. Oh, did you think that shield you found was going to help you? Their missiles will simply loop around you and hit you from behind instead.
** Enchanted Skeletons are never encountered normally, they get summoned either by Blood Blobs or Giant Enchanted Skulls, or if you're really unlucky by the Random Summon spellbook. They look like normal skeletons except with [[RedEyesTakeWarning red eyes]], so on certain floors you might mistake them for regular skeletons. There are no tricks to these guys - they simply have excellent stats going for them in every regard. They're murderously aggressive, run incredibly fast and hit like a truck that's been on a raging PCP bender.
* GoddamnedBats: The game features actual bats, which fill their niche quite well as per usual for games.
** About half way through the dungeon, the bats are now on fire and move faster.
** On the lowest floors of the dungeon, bats are replaced by Drones, little flying cylinders that can move extremely quickly and will weave all over the place while repeatedly dinging you for small bits of damage.
** By the time you get to the lowest floors of the dungeon, Snake Summoners make a return - which may seem confusing at first since they are a [[DegradedBoss degraded boss]] that were last encountered on the second floor of the dungeon. The snakes they summon are hardly a threat at this point - or so you think, until you realize that when you are this deep into the dungeon, your healing supplies are likely dwindling and attrition is a major concern. Those small dents the snakes make can add up...
* HellIsThatNoise: Quite a few, all of which are sounds enemies make when they have spotted you.
** Hearing a trap wall open and being greeted by a loud chorus of several monsters all engaging you at the same time.
** Eyes make a very loud startling CLANG sound.
** Minotaurs, Deep Minotaurs and Satan make a very loud bassy roar when angered.
** Mummies aren't too threatening if you can avoid them, but the bizarre shriek they make can be startling.
** It's very subtle, but Wraiths make a very quiet crackling noise when they spot you. Hearing it in a dark room can be panic-inducing. What makes this worse is that Tormentors make the same sound, which are essentially very very weak versions of wraiths - so you don't know if you're about to get slammed for huge damage or poked and prodded for very little.
* ThatOneBoss: Giant Enchanted Skulls. They look creepy as hell to begin with, a huge skull with glowing red eyes swathed in a cloud of shadows. When they see you, they will begin summoning Enchanted Skeletons to fight on their behalf. Yes, the same Enchanted Skeletons mentioned above in the Demonic Spider entry. They also SPAM the summon very quickly, so if you don't do something very quickly you'll have an entire room full of them to deal with. If that wasn't enough, they also shoot magic missiles at you if you anger them enough, take a huge battering to put down, and can FLY. God help you if you encounter one that has decided to fly to the top of the room where it becomes nigh-impossible to hit.

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