Dungeon Alert

As you or your group members aggro enemies, you gradually increase the “alertness” of the region or dungeon you are in. Your enemies become harder to escape from, and bosses grow challenging having had the time to be alerted to your presence. The Dungeon Alert system is forgiving initially, but gets progressively harder as your party reaches certain thresholds of alert. We want to support sneaking past monsters, some kiting, and active movement in combat, but ideally want to reduce occurrences of players dragging large numbers of monsters around without dealing with the encounter in some form.

With each alert level, an icon will appear to warn you that your enemies are becoming more and more aware of your presence:


 * No skull: The enemies in this region are not yet alerted to your presence.
 * Green skull: Your presence has not gone unnoticed by the creatures in this region.
 * Yellow skull: You have angered many opponents, and your enemies have been alerted to the presence of invaders.
 * Orange skull: You have angered many opponents, and your enemies have been alerted to the presence of invaders, and are taking defensive measures.
 * Red skull: You have angered a great many opponents, and your enemies have been alerted to the presence of invaders and are taking extreme defensive measures!

At the Green Skull alert level, you will note the inhabitants of dungeons becoming more aggressive in their pursuit of you. Bosses of the regions will also fight more fiercely, having had advanced notice of your coming. Should you be unfortunate enough to reach the Red Skull alert, pray to your gods, for the enemies in that region are out for your blood and the mere sight of you will work them into a frothing rabble determined to eliminate you at all costs!

To help prevent a player from getting in a situation where they've inadvertently made their dungeon too tough, certain actions can reduce and mitigate the alert level. These actions can happen on the fly, and help a player to effectively manage how much awareness their foes have at any point during their adventure. Such beneficial actions include:
 * Destroying enemies: by killing, banishing, or otherwise slaying foes, you reduce their ability to alert their friends to fight you!
 * Charming enemies: You're one of their fold now! Charmed enemies don't try to give away your presence.
 * sneaking by enemies: It's hard to make a fuss about that which isn't seen. If you successfully slip by enemies using your stealth and are not caught, you're in the clear, having not alerted every mob and his brother to your existence. An additional benefit to our stealthy types is monsters will no longer have ESP, forever searching for you. If you're careful not to be discovered, your enemies will eventually give up looking for you! After all, it must have just been a mouse.
 * The passage of time: Time heals all wounds. Monsters in a dungeon will eventually calm down after a while even if you agitated their entire hive. If you've not been seen or heard from for a while, the bad guys gradually presume you were dispatched and their angst decreases.

Players can use any combination of these techniques to manage how aware their enemies are to their presence. It is even possible to take some monsters in tow in the heat of the moment? but if you start to amass a small army's worth of trouble, the danger also amasses!