Dungeon encounters

### Dropped Coins

 A few measly coins on the ground, left in a hurry. Are they even worth picking up?

* Little Gold
* Leave

### Coin Sack

 Someone tried to hide a sack of coins in between those two rocks. They didn't do a very good job. Take it?

* Moderate Gold
* Leave

### Lost Soldier

 A seemingly lost soldier is asleep at a camp fire. He has a heavy coin bag in his belt. Try taking some coins?

* The more you take the bigger the chance to trigger a fight
* All Gold is moderate amount of gold

### Ancient Bag

 A heavy bag of gold is put on a pedestal, enscribed with ancient symbols. It looks cursed.

* taking this gold will give you 4 massive debuffs: focus, focus regen, dodge and armor for the next two fights
* Leave

### Cave Whisper

 A whisper from the darkness.

Changes:

#### Empty Cave

 Nothing but the wind.

To:

## Healing

### Potion Seller

A tiny figure with a huge grin on his face meets you in the cave. There is a potion in his hand.

 Tiny figure offers one of these

### Fallen Soldier

* Accept to get Lesser Blood Vial
* Leave

### Goblet

* Full heal upon accepting.
* Leave

### Campfire

A campfire. This looks like a good place to rest and regain some health. As long as there are no creatures lurking in the dark.

* there is a small chance to trigger a fight if you decide to rest (will restore portion of you total HP)
* Leave

## Experience

### Old Man

A tired old man is sitting on a dirty grey rock.

* Some to moderate EXP
* Leave

### Stone

A stone with inscriptions is standing in front of you. A faint light is shining from within the stone.

* Moderate EXP
* Leave

### Angel Statue

An angel statue stands before you. An inscription reads:

* -25% of max HP from current HP for moderate EXP
* Leave

### Empty Cave(?)

A voice from the empty cave surprises you.

What just happened?

* Any EXP based cave enounter will now be doubled
* Exception is any battle experience is just as normal.

## Debuff

### Poisonous cloud

 A poisonous cloud is rising from the swampy cave floor. It fills your lungs.

* Tiny bit of poison damage in the next fight done over 3 turns or when battle finishes even before it completes

## Battles

### Dragonlings

You step right into the nest of a dozen Dragonlings. They all flee on sight. You can try to catch one.

* Golden Dragonling
* Keeper Dragoning
* Wise Dragonling
* Leave

### Skinwalkers

The cave seems empty. When you turn around to leave two skinwalkers are standing in front of you. The bigger one is blocking the cave exit, but you could try to run past it. Killing the small one will scare the big one.

* If running fails then battle with a much tougher skinwalker (50% chance of success)

* Choosing to fight the smaller is a far easier fight.

### Cages

* Open Cage (Left)
* Open Cage (Middle)
* Open Cage (Right)

Will sometimes yield the next encounter situation although it can show up on its own.

### Familiar

* Tame the Beast. (Not easy fight with the Cave Familiar)
* Leave it be.

 A voice shouts from within.

* Attack (normal hunamoid fight)
* Leave

## Random

### Master Of Hex

* Your next enemy will be weaker!
* The guardian of this dungeon will be weaker!
* Your next enemy will be stronger!
* All your enemies on this dungeon level and the next will be damaged.
* Your next enemy will have thorns!
* This and next dungeon level will have no sudden encounters. They will be empty!

### Blacksmith

* Obtain random item
* Leave

### Hurt man

* Giving a Greater Blood Vial yields a random reward or no reward at all.
* Leave

## Shards

### Barrel

A forgotten Farseer barrel containing a few shards.

* Take shards
* Leave

### Chest

A chest containing a bunch of shards. Jackpot!

* Take shards
* Leave

## Bloodstones

### Tiny Chest

 A fight took place here. It seems like there are no survivors. In the middle of it all, there is a tiny chest with bloodstones.

* Take bloodstones
* Leave

## Buffs

### Shaman (Happy)

 A shaman lives in the cave. She looks pleased.

* Weapon (Sharpen - not player Ability)
* Armor (Fortify - not player Ability)
* Leave

### Shaman (Angry)

 A shaman lives in the cave. She looks angry.

* Thorns (enemy gets 5 turn buff)
* Get Stronger (increases difficulty higher than floor level)

### Bats

* Bat Swarm not the player Ability for 3 rounds at the beginning of battle. This buff lasts until leaving dungeon. (Arcane Spellsword will still activate)
* Leave

### Guardian Of Stone

A guardian of stone stands alone in the cave.

* Touching it will give you Hibernate buff (immune to all damage for 3 turns) for a period of time.
* Leave

### Armorer

* Fortify - not the player Ability for 4 turns at the start of battle. Lasts until leaving dungeon
* Leave

* Sharpen - not the player Ability 4 uses at the start of battle. Lasts until leaving the dungeon
* Leave

## Choice

### Talisman

* Accept
* Leave

changes encounters to:

#### Cave Warning

 The talisman around your neck vibrates. There is a creature waiting for you in the cave. Throw the talisman into the cave and avoid the fight?

* Yes
* No

### 3 Wise Gifts

The devs appear out of thin air. Carrying gifts.

* Kris gives a tiny bit of gold
* Emir give a random item (normal augment at most)
* Juli gives XP, gold, bloodstones and shards
* Just leave

### Step into the darkness

* Step into the Darkness (1 legendary bloodline point)
* Leave

### Blood

The cave responds to your power. There is a hum of energy; it's like a song coming from the rocks. Blood starts pouring from them.

* touch the blood (xp)
* drink the blood (HP)
* bottle the blood (potion)
* set the blood on fire (bloodstones)

### Quick loot

There was a battle in this cave. You can feel heavy footsteps, from inside the cave, shake the stone floor. You have time for a quick loot. What will you try to take?

* Gold
* Potions
* Item
* Leave

### Hooded figure

 A hooded figure dwells in the dark. A scale with gold, bloodstones and darkshards stands in front of him.

* Take all (Results in battle)
* Take gold
* Take bloodstones
* Take shards

### Dice

A sinister laughter echos through the cave.

* Roll Dice (Random Reward or a fight)
* Leave