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A Turn is a Second Of Game Time, It is Used to Describe things that happen quickly in the game.

Dungeon KeeperEdit

A Turn is a small unit of time used internally for executing the game's ongoing tasks, cooldowns, and timers. The real-life duration of a turn is going to fluctuate with the game's framerate, but the target value is 18 turns per second.

Examples of turn usage
  • The time limit for Secret 2, the first "Slap the Imp" level as it is called in the level script, is 6600 turns— about 6 minutes. The level opens with a visible countdown box starting at 3300, so it's using increments of 2 turns.
  • A creature's "Training Skill" is the number of experience points the creature gains per turn while using the Training Room. A Horned Reaper (Skill=1) therefore gets 1 per turn or about 18 experience points per second, and about 36 after he learns Speed. The Dragon (Skill=3) gets about 54.
  • The creature spell Meteor has an activation time ("ActionTime") of 6 turns, followed by a cooldown ("ResetTime") of 100 turns. For this and most other spells, the user has a waiting period ("Time") of 10 turns, overlapping the activation, to wait before it can use another skill.
  • Fairly similar in nature to Training Skill, a creature's "Research Value" is the number of research points it contributes per turn while using the Library. The main difference is that creatures grow more skilled in this job when they gain levels. There is a 16% bonus (multiplicative, sort of like compound interest) per level; a Warlock will start out at 4 research points per turn, but by level 10 he contributes over 15 per turn.

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