Dungeon is a building in Territory. The Dungeon building makes the Dungeon tab and Cultist (Bourse section) available. The Dungeon can be upgraded to maximum lvl. 5. To build the Dungeon, character lvl. 10 is required.
- What adventurer doesn't dream of exploring a dungeon?
Dungeon (levels)[]
While the building is being upgraded, other features are not affected.
You can provide resources partially.
Resources required | x 1 x 300 x 200 x 50 x 100 x 30 | |
---|---|---|
Unlocks/grants | Dungeon tab Cultist (Bourse section) New questline: Quest for Knowledge | |
Character level required | 10 | |
Other prerequisites | None | |
Time to build | 3h | |
Rewarded experience points |
25% | x 200 |
50% | x 200 | |
75% | x 200 | |
100% | x 400 |
Technologies[]
Technologies are additional researches conducted in various buildings in order to unlock certain new crafting possibilities, improve existing crafting options, increase passive income, increase warehouse capacity or get some other benefit. Once resources are supplied to start learning a technology, another technology cannot be chosen in the same building until the current one is completed. While the technology is being developed (fully or partially), the building can't be used unless it can be accessed via tabs. Technologies can be learnt only when building is at maximum level. To be able to see how many items of each resource are required for a certain technology, the player must own at least 1 item of each resource. Technologies in the screen are indicated with different colors based on their status:
- blue - already learned;
- black - available but not yet learned;
- gray - not yet available, because the prerequisites to learn them are missing.
Sound of completing a technology.
Lair lvl.2 | ||
Cost to unlock | x 10 x 400 x 600 x 6 x 19 x 20 | |
---|---|---|
Unlocks/grants | Nursery size +2 | |
Prerequisites | Lair lvl.1 | |
Time to complete | 24h | |
Rewarded experience points |
25% | x 400 |
50% | x 400 | |
75% | x 400 | |
100% | x 800 |
[]
By entering the Dungeon (building) the player is either taken to the Dungeon screen (if a hero is already exploring it) or prompted with a menu.
- Currently selected hero.
- Current Hero's parameters. Hero's level, their total experience, experience needed to next level, Health, Energy, Mental power capacity, Damage, Defense, Action points. These parameters get updated once craftifacts are crafted, skills are learnt or equipment is equipped.
- Change selected hero. Also favorite heroes can be set.
- Dungeon help window. A short explanation of dungeon parameters and objectives. See gallery below.
- Bestiary. A list of enemy stats by dungeon level.
- Skills. This will show the skills that can be learnt or have already been learnt by the currently selected hero.
- Resting time and equipment currently equipped. If hero is resting, resting time will be displayed. Equipment which is currently equipped on the hero and its duration, displayed by a grey bar (exact duration for each piece of equipment can be seen by tapping on it).
- Equipment and Mandra-Cola in warehouse. This is equipment, which can be equipped onto a hero. Available amount for each piece of equipment is displayed below it.
- Mental power, Throwing weapons and consumables. The first number below the item represents how many of these items can be taken into the dungeon, while the number below that one represents the total amount of that item in the warehouse. These items can be excluded from the inventory (i.e. not taken into the dungeon) by tapping on the item and then on "Exclude". To re-include the item, repeat the process tapping "Include". Also, long-tapping on the item toggles it being excluded or included. Mental power can't be excluded.
- Dungeon levels. Select a level. The A levels (1A, 2A, 3A, etc.) are unlocked by upgrading the Dungeon (building), while the B and C levels are unlocked by completing the previous level (letter, not number). Also, the B and C levels will become locked again after exiting them, regardless of the result of the run (completed, escaped or knocked out). For F levels see Dungeon: forest. Upon selecting a level, the amount of Valor rewarded for completion of that level is also shown (Valor only shows in Hall of Fame).
To exit the dungeon screen, press the "<" button in the top left corner. This will "pause" the dungeon as is. This way Mental power can be acquired by solving nonograms while the hero is in the dungeon.
Bestiary[]
Bestiary is a feature for the dungeon, which allows to see enemy stats/parameters, abilities and loot once an enemy has been defeated enough times. Accessible from Dungeon menu, it displays the list of discovered dungeon/forest levels. Each level has their own enemies and enemies' stats. More information: Bestiary.
Heroes[]
There are 20 heroes to choose from, before going into the dungeon. These heroes only differentiate between each other in how they look, otherwise they have the same parameters at the start, level up the same way and have same parameters at same levels. The reason the player would choose a different hero, would be because other heroes are resting.
Sound of using Mandra-Cola.
Each hero has a level which is shown in the circle at the top right corner of the dungeon. To complete the Nth level, the hero must gain N * 1,000 experience in a dungeon. This means that the Nth level ends when N * (N + 1) * 500 total experience is collected. The experience required to the next level can be calculated by the N * (N + 1) * 500 - XP formula, where XP is the current experience of the hero. (This is similar to character levelling.)
When hero reaches level 26, the player gets rewarded. When level 21 is reached, the Emerald tablet is required to elevate the hero 5 levels, to level 26. After reaching higher levels, the rewards stay the same, except for Valor (+10 per level) - level 27 = 270 Valor, level 28 = 280 Valor. Hero parameters don't increase past level 26 except Mental Power that increases until level 50 (+5 per level). Below are listed the rewards from level 26 onwards:
- Valor x 260 (+10 Valor per level above 26)
- Ruby x 1
- Drum x 1
- Throwing knife x 3
- Greek grenade x 1
- Meteoric Iron x 10
- Soy sauce x 1
- Potion of healing lvl. 2 x 1
- Ancient page x 5
Hero's parameters at lvl. 1:
- Health: 20
- Energy: 30
- Mental power: 80
- Damage: 5
- Defense: 2
- Action points: 4
- Throwing radius: 3 tiles
- Chance of detecting traps: 30 %
- Critical strike chance: 5 %
- Experience points: 0
Every level (up to lvl. 26) hero gains some extra stats:
Every level (from levels 27 to 50) hero gains some extra stats:
Other modifiers:
- Skills (buffs only one hero):
- Throwing (3 levels):
- Throwing radius: +1 (requires hero lvl. 3)
- Throwing radius: +1 (requires hero lvl. 6)
- Throwing radius: +1 (requires hero lvl. 15)
- Traps (2 levels):
- Chance of detecting traps: +30% (requires hero lvl. 3)
- Chance of detecting traps: +30% (requires hero lvl. 9)
- Martial arts (3 levels):
- Hardening (2 levels):
- Agility (1 level):
- Throwing (3 levels):
- Equipment (buffs only one hero):
- Equipment lvl. 1 (requires hero lvl. 5):
- Equipment lvl. 2 (requires hero lvl. 10):
- Equipment lvl. 3 (requires hero lvl. 15):
- Equipment lvl. 4 (requires hero lvl. 20):
- Craftifacts (buffs all heroes)
- Projects (buffs all heroes above lvl. 21)
Hero's parameters at maximum level with every buff:
- Health: 60 (20 [base] + 20 [level] + 10 [craftifacts] + 10 [projects])
- Energy: 70 (30 [base] + 20 [level] + 15 [equipment] + 5 [craftifacts])
- Mental power: 665 (80 [base] + 315 [level] + 170 [craftifacts] + 100 [projects])
- Damage: 22 (5 [base] + 3 [skills] + 14 [equipment])
- Defense: 16 (2 [base] + 2 [skills] + 12 [equipment])
- Action points: 5 (4 [base] + 1 [skills])
- Throwing radius: 6 tiles (3 tiles [base] + 3 tiles [skills])
- Chance of detecting traps: 90 % (30 % [base] + 60 % [skills])
- Critical strike chance: 10 % (5 % [base] + 5 % [craftifacts])
- Experience: 325,000
Disclaimer: All the names for these heroes are unofficial and suggested by the community. Currently, there are no hero names in the game, but the player can name them in-game.
Favorite heroes[]
The "Favorites" section allows to sort heroes in any order set by the player (first hero added -> first place, second hero added -> second place, etc.). Favorite heroes can be set by tapping on the empty favorite icon. This then adds the hero to the "Favorites" section (indicated with the favorite icon). There's no limit how many heroes can be in "Favorites". While in "All" section heroes can be removed from favorites by tapping on the favorite icon.
Hero skills[]
Hero skills are skills, which help the hero in the dungeon. These skills need to be learnt for every hero. To access hero skills select "Skills" in the dungeon's menu. There are 16 skills.
List of skills:
Charge of motivation | |
Level | 1 |
---|---|
Effect | +10 |
Activation cost |
6 3 |
Requires | Hero lvl. 1 |
Learning cost |
None |
Restores Energy. Can be also used in combat. |
Taming | ||||
Level | 1 | 2 | 3 | 4 |
---|---|---|---|---|
Effect | Allows to tame particular monsters. You will also need bait and a net. Level 1: + 1 Familiar Levels 2 and 4: Nursery size +1, but no more than 6 for all heroes. |
Allows to tame particular monsters. You will also need bait and a net. Level 2: + 1 Familiar Levels 2 and 4: Nursery size +1, but no more than 6 for all heroes. |
Allows to tame particular monsters. You will also need bait and a net. Level 3: + 1 Familiar Levels 2 and 4: Nursery size +1, but no more than 6 for all heroes. |
Allows to tame particular monsters. You will also need bait and a net. Level 4: Levels 2 and 4: Nursery size +1, but no more than 6 for all heroes. |
Activation cost |
Passive skill. | |||
Requires | Hero lvl. 6 | Hero lvl. 9 | Hero lvl. 15 | Hero lvl. 21 |
Learning cost |
x 200 x 10 x 5 |
x 300 x 7 x 5 |
x 400 x 11 x 5 |
x 500 x 13 x 5 |
For more information see Dungeon > Taming. |
Martial arts | |||
Level | 1 | 2 | 3 |
---|---|---|---|
Effect | +1 | +1 | +1 |
Activation cost |
Passive skill. | ||
Requires | Hero lvl. 9 | Hero lvl. 15 | Hero lvl. 21 |
Learning cost |
x 200 x 15 |
x 300 x 20 |
x 400 x 30 |
Hardening | ||
Level | 1 | 2 |
---|---|---|
Effect | +1 | +1 |
Activation cost |
Passive skill. | |
Requires | Hero lvl. 12 | Hero lvl. 18 |
Learning cost |
x 200 x 15 |
x 300 x 20 |
Agility | |
Level | 1 |
---|---|
Effect | +1 |
Activation cost |
Passive skill. |
Requires | Hero lvl. 15 |
Learning cost |
x 300 x 20 |
Dungeon inventory[]
The inventory in the Dungeon tab shows the items which the next hero will take into the dungeon as supply (bigger top number). The items are automatically transferred from the "regular" warehouse inventory (bottom number) and filled up to maximum. After returning from the dungeon not used items are returned. The player doesn't lose these items upon becoming unconscious (being defeated). If a hero returns with items, which would exceed storage capacity, the items are converted to (character not hero) experience points. There is a total of 28 items that can be taken into the dungeon.
The player can long tap items in inventory to see, what they give and cost (some items (see consumables) might consume Action points, which is not shown by long tapping). Items can also be excluded from being taken into the dungeon by tapping on them and tapping "Exclude" or long tapping. Excluded items are saved per hero, so they don't have to be excluded every time upon entering a level.
- Tofu can't be taken into the dungeon, if hero hasn't learnt at least Taming skill lvl. 1.
- Inarizushi can't be taken into the dungeon, if hero hasn't learnt at least Taming skill lvl. 3.
(1)The amount of Mental power that can be taken into the dungeon depends on hero level and other boosts. For more information see Mental power.
Equipment[]
Equipment are items, which can be equipped on a hero and increases Damage or Defense.
Equipment cannot be removed, but can be replaced with more powerful one. When replacing, the current equipment is lost.
All equipment has a durability, which is reduced by 1 with every trip to the dungeon.
If the hero gets knocked unconscious, durability is reduced by 2.
If there is equipment available that can be equipped when the player wants to enter a dungeon, a prompt will remind them of this:
"You have unequipped equipment."
Note: Shield for a hero lvl. 4:
- Chance to deal counter damage (10%).
- Applied against melee attacks only.
- Damage = 3-5, but no more than 25% of foe's max Health.
- Foe's defense is ignored.
- Counter attack can't kill, i.e. hp will not drop below 1.
For every group of equipment, a technology can be learnt to increase durability.
- Weapon grease for swords (see Smithy).
- Strong glue for shields (see Workshop).
- Strong rivets for armor (see Tailor).
- Galvanization for rings (see Alchemist's Hut).
Throwing weapons[]
Throwing weapons are items that can be used in the dungeon, which can be used to kill or help to kill enemies from range by throwing them on or near enemies.
The throw distance of weapons is 3 tiles from the hero, but can be increased by 1 tile with each level of Throwing to a maximum of 6 tiles. Throw range is not fully a square, one tile on every diagonal is "cut off". The hero can usually not throw through walls (depends on the position of the hero). Weapons can not be thrown on protected enemies (Tactics), non-interactable or objects, which are not highlighted in orange. Throwing costs 4 Action points and 1 Energy. Weapons can only be thrown while in combat.
Tip: If the player decides to not throw the selected weapon, they can deselect it.
Throwing a weapon:
- Enter combat.
- Select a weapon in hero's inventory. The tiles in range will be highlighted in orange.
- Select a tile highlighted in orange.
Consumables[]
Consumables are items that can be used in the dungeon, which increase Health, Energy or Mental power. When a hero is in the dungeon, new items can not be added to hero's inventory - they can only be added before going into the dungeon. If they are consumed during combat they cost 2 Action points. If they are used outside combat, they don't have a cost (besides the item consumed). Most of the food items can be crafted in the Food Stall. Most of the potions can be crafted in the Alchemist's Hut.
Consumables (notes)[]
- Ultraviolet Cherry and Mushroom can be found in Dungeon, but cannot be brought in with the rest of items; only the ones found in the current exploration are available.
- Potion of healing can also be acquired in Bourse by watching ads.
- Mental power can be acquired by solving nonograms while hero is not in the dungeon.
- Poke's defense and Potion "Berserker rage"'s damage and action potions only lasts until the end of combat or until new enemies are encountered, whichever comes first. The buffs can stack.
- Potion "Ambrosia" is automatically consumed once the hero drops to 0 health.
See also[]
- For more information about buildings in general see Territory.
- For a short explanation of the Dungeon and it's strategy see Tips for Adventurers Guild > Dungeon.
- For the RPG element of the Dungeon see Dungeon: RPG.
- For enemies in the Dungeon see Dungeon: enemies.
- For forest levels see Dungeon: forest.
Trivia[]
The player will occasionally see a medieval rabbit playing a trumpet after an enemy has been defeated. This indicates that the vanquished enemy has now been fully researched in the bestiary.