Twilight Cathedral

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## Overview

**Twilight Cathedral** is a Dungeon Concept created by ArthuriusIV on April 27 of 2021. It consists of a medievial kingdom in which the players will have to navigate past multiple layers with different enemies for each layer. At the end of the map resides a large castle which houses the final Boss.

The Dungeon itself has a time limit of 15 minutes, having 14 rooms. The first 8 rooms are in the Outer Layer, the next 2 in the Middle Layer, and the last 4 in the Inner Layer. Each Layer has it's own respected Miniboss, except for the Inner Layer, which is where the Boss will be residing. The Outer Layer theme is Devour, the Middle Layer theme is EKPYROSIS, and finally, the Inner Layer theme is Welcome to Night City.

## Setting

A dark, eerie kingdom where the only light sources are the eldritch green street lamps and slightly-blue moonlight. There are three layers of this map, the Outer Layer, the Middle Layer, and the Inner Layer. The buildings are mainly built out of dark bricks. The Outer Layer is a town, harboring shady villagers and the like. It's basically The Canals, just think darker, more messier, and in general just creepier. Also set in the medievial ages.

The Middle Layer is a large drawbridge which leads to the castle, similar to Samurai Palace's bridge but not curved and surrounded in dark liquid infested with various sea monsters, with dark crystalline spikes jutting from the ground.

The Inner Layer is a large circular castle, worn down and emanating a sinister aura. There are large purple runes on the sides of the castles, with purple greenery creeping up on the castle walls. There are also the same crystalline spikes from the Middle Layer located at the base of the castle.

## Enemies

### **Skeletal Soldier**

A physical manifestation of necrotic energy, trained to protect the Outer Layer, armed with a shortsword and buckler, while also wearing reinforced leather armor. It's appearance is that of a regular skeleton, albeit a bit more sinister with red balls of energy serving as eyes. It functions as your average melee AI, except it has a 10% chance of halving the damage of an ability. Spawns in the Outer Layer.

### **Skeletal Archer**

A physical manifestation of necrotic energy, trained to protect the Outer Layer, armed with a longbow, while also wearing little to no armor. It's appearance is that of a regular skeleton, albeit a bit more sinister with red balls of energy serving as eyes. It functions as your average ranged AI, except it has a 20% chance of doubling it's damage for one attack. Spawns in the Outer Layer.

### **Skeletal Hunter**

A physical manifestation of necrotic energy, trained to protect both the Outer Layer and Middle Layer, armed with dual daggers, while also wearing cloth wraps, which conceal it's face. It's appearance is that of a regular skeleton, albeit a bit more sinister with red balls of energy serving as eyes. It functions like the Hitman from King's Castle, except every 5 seconds, there is a 10% chance of the Skeletal Hunter to spawn a bear trap. If a player manages to touch the bear trap, they will be stunned for 5 seconds. Spawns in both the Outer Layer and Middle Layer.

### **Skeletal Guard**

A physical manifestation of necrotic energy, trained to protect the Middle Layer, armed with a longsword and shield, while also wearing some plate armor. It's appearance is that of a regular skeleton, albeit a bit more sinister with red balls of energy serving as eyes. It functions as your average melee AI, except it has a 20% chance of halving the damage of an ability. Spawns in the Middle Layer.

### **Skeletal Acolyte**

A physical manifestation of necrotic energy, trained to protect the Middle Layer, armed with a gnarled wooden staff, while also wearing black robes. It's appearance is that of a regular skeleton, albeit a bit more sinister with red balls of energy serving as eyes. It functions as your average ranged AI, except it has a 40% chance of doubling it's damage for one attack. Spawns in the Middle Layer.