Dungeon is an RPG (Role Playing Game) in which the player controls a hero and battles enemies (monsters). Before going into the dungeon, the player must select a hero and a dungeon (1A, 2A, 3A, 1B, etc.). The dungeon map is randomly generated every time a hero enters it. After entering a dungeon the player has to tap a tile where they want the hero to move and the hero will "float" to that area. Heroes can encounter enemies and traps, for which they will need "Mental power" (in-game resource) to overcome them. Heroes can also collect items like berries and mushrooms. Moving through the dungeon will level up the chosen hero. Some items from the dungeon may be lost, if a hero is knocked unconscious in battle. The player can choose to leave the dungeon to keep all items. In both cases the hero must rest for 6 hours. However, when hero explores whole dungeon (which means finding all key items hidden therein) the rest is reduced to 2 hours. When a hero is resting, another one can enter the dungeon, but there is a limit of 5 resting heroes. The following message appears:
- "The trade union of heroes forbids going to the dungeon if 5 heroes are already on recovery."
Dungeon gameplay.
Dungeon's interface[]
Dungeon's interface mainly consists of a toolbar, where skills and items are accessible, and a combat bar, where the player can see hero's resources and everything related to combat.
Dungeon's interface.
- Back button. Tap to exit the dungeon screen. This can be used for solving nonograms in the meantime.
- Hero's level and experience. Current hero's level and their experience. Tap on this and dungeon level, hero stats and their equipment will be shown. The first time a hero enters the dungeon, an
information icon shows instead of hero's level. - Hero skills.
Wait (hourglass) and
Charge of motivation (yellow-blue arm) are already learnt at the beginning. In the image,
Smashing blow has also been learnt. - Throwing weapons.
- Consumables.
- Pick tile mode. If this green romb (sometimes also called green diamond) is colored, the player can move their hero by tapping tiles (twice - first to select/highlight a tile, second to move to that tile) instead of moving by tapping on objects.
- Combat bar and hero's resources. Hero's current
Health,
Energy and
Mental power. Dungeon completion (in percentages) beside the dungeon icon. - Hero.
Pinning skills and items: Items in hero's inventory (3., 4., 5. and 6.) can be long tapped (or only tapped, if they are not selectable) and tapping the
"pin to right of first row" or the
"pin to left of first row" button (golden rounded rectangle, split in the middle with 1 circle on top right or left and 4 circles below). This will move the skill or item to the upper row at right or left in vertical mode or to the inner row at top or bottom in horizontal mode, which will make it easier to access (less scrolling). This is useful when there are a lot of skills and items, but only a few are used. Once the chosen items are in the first row, long-tapping the items and then the
"move to left of first row" button or the
"move to right of first row" button allows the player to reorder them. Tapping the
"remove from first row" button makes the items return in their original position in the main bar. Items in the main bar cannot be reordered.
Combat mechanics[]
When enemies are 7 tiles from the hero the combat starts (can be seen by looking at the combat bar). The hero and enemies perform actions by turns, represented as green and red Action points. As long as green points are highlighted, the hero can perform actions like fighting, moving or using items, each one consuming Action points. When the hero uses all Action points, hero's turn ends and it's enemies turn to move. Entering combat gives the hero 4 Action points. If a hero does an action, which would consume more Action points than there are available, red Action points are given. Red Action points are hero's "debt" - negative values. Every turn 4 Action points are added to the hero's combat bar (5 with the Agility skill).
Combat bar. The hero has 4 Action points and it's their turn.
- Moving one tile costs 1 Action point.
- Attacking costs 3 Action points and 1 Energy.
- Waiting (hourglass) skips the rest of the hero's turn, so that next turn the hero will have max Action points.
- Using consumables costs 2 Action points, if used in combat.
- Using skills varies in Action point cost (see hero skills).
When the player taps on the Kunai icon, the tiles that the hero can attack from a distance are highlighted in orange.
Enemies will open doors if needed to get to the hero, and may also destroy objects in their way to make a shorter path to the hero (such as Barrels, Crates and Vases, but probably not Chests).
Some enemies have special abilities like Ranged attacks (throwing projectiles to the hero when 4 tiles away or less, which costs 4 AP), or Sneaking next to the hero through a melee when they can't get closer to the hero because all the tiles on their way to the hero are occupied by other enemies (which costs 3 AP). See Dungeon: enemies > Notes for detailed descriptions of enemies abilities.
Sometimes, enemies will also make a "waiting move" (similar to the hero hourglass action) while they still have Action points left, so that the next turn they will have max Action points (one more than their base stat). This will might either avoid getting too close to the hero so that the hero gets the first / an extra attack next turn, or so that the enemy gets that first / extra attack when the hero gets closer in the next turn.
Leaving the dungeon during combat is not possible. If the hero can get more than 12 tiles (in a square radius) away from enemies or the path is longer than 20 tiles, they are out of combat.
Critical strikes[]
When attacking, both heroes and enemies have a chance to make a critical strike (5% for heroes and enemies).
In the case of heroes, the delivered damage of a critical strike is multiplied by 2 (before subtracting the enemies Defense stat).
In the case of enemies, the delivered damage of a critical strike is multiplied by 1.5 and rounded down (before subtracting the heroes Defense stat).
When a critical strike occurs, the red number indicating the received damage that floats up from the victim's head is a darker, more intense shade of red.
Damage, Defense and Health[]
Enemies in the dungeon / forest, as well as the hero (and the mechanical spider) have Damage, Defense and Health stats.
When one of them attacks in combat, the target loses an amount of Health that depends on said stats. This amount is also called "damage received", and is the number shown in red (or dark red in the case of a critical strike) floating above the target's head after each attack.
When the Health stat of a hero falls to 0, the hero is unconscious and the dungeon run ends in failure.
When the Health stat of an enemy falls to 0, the enemy is defeated, disappears, and the hero is rewarded the corresponding XP and loot, if appropriate. If there are no more enemies left (within combat range) the combat ends.
When the Health stat of a mechanical spider falls to 0, it is destroyed.
The damage received value is calculated as follows:
- The base damage is the attacker's Damage stat.
- Then, spread is calculated as follows:
- If base damage is 11 or less, spread is 2.
- If base damage is 12 ~ 17, spread is 3.
- If base damage is 18 or more, spread is base damage divided by 5 (rounded down).
- The damage spread is the range from (base damage - spread) to (base damage + spread), both included.
- Then, the delivered damage is obtained as follows:
- A number is randomly selected from the damage spread range (evenly distributed).
- If said random number is 0 or less, then the number 1 is selected instead.
- That selected number is the delivered damage.
- Note: if the attack was a critical strike (see "Critical strikes" section above), the delivered damage is this selected number multiplied by 2 (for a hero) or by 1.5 and rounded down (for an enemy or mechanical spider).
- A number is randomly selected from the damage spread range (evenly distributed).
- Finally, the damage received is the result of subtracting the target's Defense stat from the delivered damage.
- Note: if the result after subtracting the Defense stat is 1 or less, the damage received will be 1 instead (or 2 in the case of a Critical strike).
Calculation of damage received in pseudo-code (focused on legibility):
if (baseDmg < 12) spread = 2 /* 11 or less */
else if (baseDmg < 18) spread = 3 /* 12 to 17 */
else spread = (ROUNDDOWN(baseDmg / 5) /* 18 or more */
deliverDmg = baseDmg + random(-spread, +spread)
deliverDmg = max(deliverDmg, 1) /* minimum is 1 */
if (crit)
{
if (hero) deliverDmg = deliverDmg * 2 /* Crit (hero) : +100% */
else deliverDmg = ROUNDDOWN(deliverDmg * 3 / 2) /* Crit (other): + 50% */
}
receivedDmg = deliverDmg - Def
if (crit) receivedDmg = max(2, receivedDmg) /* minimum is 2 if crit */
else receivedDmg = max(1, receivedDmg) /* minimum is 1 if not crit */
Example A:
Attacker (enemy) Damage stat is 15. Target (hero) Defense stat is 16.
- Base damage is 15.
- Spread is 3 -- which is also =ROUNDDOWN(15 / 5).
- Damage spread is 12, 13, 14, 15, 16, 17, 18.
- Delivered damage is random between 12 and 18, for instance, 13.
- If critical strike, delivered damage would be 13 + 6.5 = 19.5 (rounded down to 19).
- Received damage is 19 - 16 = 3.
Example B:
Attacker (hero) Damage stat is 5. Target (enemy) Defense stat is 7.
- Base damage is 5.
- Spread is 2.
- Damage spread is 3, 4, 5, 6, 7.
- Delivered damage is random between 3 and 7, for instance, 3.
- If critical strike, delivered damage would be 3 * 2 = 6.
- Received damage is 6 - 7 = -1. However, minimum is 1 (and actually, for a critical strike, minimum is 2).
Combat simulator[]
Combat simulator simulates a hero with various equipment, level, skills, craftifacts and consumables fighting a single enemy.
Dungeon widths[]
Certain dungeon levels have a set amount of width (and length). It's only known for the forest levels to follow this rule. For other levels: unknown.
- F1: 35 tiles
- F2: 37 tiles
- F3: 39 tiles
- F4: 45 tiles
Dungeon expenses[]
Certain levels require a small amount of resources before they can be entered.
Loot[]
Certain items can be acquired from the dungeon (some exclusively), which mostly depends on the level (1A, 1B, etc.). Some items can be acquired by just picking them up, some from breaking boxes, vases or barrels, some drop from specific enemies and some from lost adventurers. Mental power can be acquired clicking on fireflies in forest and from collecting crystals on the floor in cave. Empty bottles can be acquired by consuming potions at any level, but only with Glass recycling technology. Some items, like Emerald tablet shard and Red diamond, only drop once (usually the first time a boss is defeated). Items linked to a quest only drop once, for example MALU and Punched cards.
| F1 | ||
|---|---|---|
| F2 | ||
| F3 | ||
| F4 | ||
| 1A | ||
| 1B | ||
| 1C | ||
| 2A | ||
| 2B | ||
| 2C | ||
| 3A | ||
| 3B | ||
| 3C | ||
| 4A | ||
| 4B | ||
| 4C | ||
| 5A | ||
| 5B | ||
| 5C | ||
| 6A | ||
| 6B | ||
| 6C | ||
| 6D |
Experience[]
Every time a hero kills an enemy, opens a puzzle door, deactivates a trap, unlocks a violet chest, collects an Ancient page from a book podium, etc., the hero is rewarded with experience points. How much experience points are rewarded is usually determined by the amount of Mental points used.
Enemies' XP[]
Enemies reward different amounts of experience, which is mostly determined by how much Mental points have to be spent developing tactics and in which dungeon they're found.
- Forest lvl. 1 (base XP): 15 XP
- Forest lvl. 2 (base XP): 20 XP
- Forest lvl. 3 (base XP): 30 XP
- Forest lvl. 4 (base XP): 40 XP
- Dungeon lvl. 1 (base XP): 10 XP
- Dungeon lvl. 2 (base XP): 15 XP
- Dungeon lvl. 3 (base XP): 20 XP
- Dungeon lvl. 4 (base XP): 30 XP
- Dungeon lvl. 5 (base XP): 40 XP
- Dungeon lvl. 6 (base XP): 50 XP
Bonus XP is calculated by adding enemy's MP times 5 (if MP is less than 5) or by adding enemy's MP times 4 otherwise.
Exceptions cases to the above formula:
- The Bone dragon quest boss in F3 rewards 40 base XP instead of 30, therefore rewarding a total of 160 XP instead of 150.
- The Longicorn in cave dungeon rewards 45 base (and total) XP instead of 50, and the Skeleton shieldman in cave dungeon rewards 20 base (and total) XP instead of 50.
- The Pot of greed in cave dungeon has its bonus XP counted twice, therefore rewarding 80 total XP instead of 65.
- The 6B and 6C bosses, Hooded occultist, White dragon and Demon of ignorance, have their base XP being 100 instead of 50; The 6D boss Demon of ignorance has its base XP being 110 instead of 50.
Objects' XP[]
Hero can also gain XP by interacting with some objects.
- Disarming a trap rewards 15 XP, regardless if it costs 2 or 3 MP.
- Opening a puzzle door or a puzzle trapdoor rewards 15 XP.
- Opening a purple chest or a golden chest, or collecting an Ancient page from a book podium, rewards 20 XP.
- Collecting a Grimoire from a grimoire podium rewards 25 XP.
- Hitting a lever in the railway corridor in 6D rewards 40 XP.
- Rescuing a Lost adventurer, defeating a shapeshifter, or trading Vintage cheese for Diamond with Royal rat in 6C, rewards 100 XP.
XP per level[]
This spreadsheet shows how much XP was rewarded after each run, average per run and XP/MP ratio. More XP is rewarded in deeper levels, as well as XP/MP.
Below are rounded (to 5) XP per level:
| F1 | F2 | F3 | F4 |
|---|---|---|---|
| 2285 |
3850 |
7185 |
13870 |
| Level | A | B | C |
| 1 | 780 |
1190 |
1520 |
| 2 | 1135 |
1940 |
2370 |
| 3 | 1625 |
2655 |
3065 |
| 4 | 2365 |
3810 |
5240 |
| 5 | 4330 |
6355 |
8685 |
| 6 | 6200 |
8475 |
11710 |
Completing a dungeon[]
The portcullis raises along with the percentage.
The portcullis raises along with the percentage (forest).
Completion percentage is shown below the combat bar (beside the dungeon icon). There are some objectives, which have to and some that don't have to be completed. When the player completes all mandatory objectives, loot is rewarded and the next dungeon is unlocked. After completing a dungeon, bonus experience points are rewarded to the hero (20% rounded down). After completing dungeon B or C (either successfully or unsuccessfully), closes the dungeon and the previous dungeon has to be completed in order to enter them again.
- Dungeon A is always open.
- Completing dungeon A, opens dungeon B.
- Completing dungeon B, closes dungeon B and opens dungeon C.
- Completing dungeon C, closes dungeon C.
Forest functions similarly:
- F1 is always open.
- Completing F1, opens F2.
- Completing F2, opens F3 and closes F2.
- Completing F3, opens F4 and closes F3.
- Completing F4, closes F4.
Note: every forest levels needs to be first unlocked, before it can be opened (see Quests: Once Upon a Forest on how to unlock them).
Cave functions as normal dungeon, but every levels (6ABC) needs to be first unlocked, before it can be opened (see Quests: The Ordinary Days of an Adventurer on how to unlock them).
Mandatory objectives for dungeon:
- Defeating the boss (Mental Power is needed to shatter initial protection and to allow damaging the enemy).
- Opening all violet chests (and also golden chests in higher levels). Mental Power is required to unlock them.
- Collecting all Ancient pages from violet podiums (Mental Power is required to pick-up).
- In level 6, also Grimoires need to be collected.
Mandatory objectives for forest:
- Defeating both bosses. Each boss drops an Emerald key.
- Open both Emerald doors with the keys from the bosses.
Note: the hero may find book podiums or purple chests, but these are not required for level completion.
Dungeon is complete and the hero can still explore the dungeon. The player can tap the green arrow and then the "Dungeon complete!" button to successfully complete the dungeon.
Confirmation prompt before leaving the dungeon via stairs before reaching 100%.
When hero enters the dungeon, its layout and objectives (amount and location) are randomly generated. There is always a boss (either holding Emerald tablet shard or Ancient page), some posts with Ancient page and some locked violet chests. The completion percentage gets updated every time one of these treasures is looted; percentage is rounded down, so if there are 8 treasures to be looted (e.g. 1 with the boss, 3 Violet chests and 4 Ancient pages), the completion will progress like this: 12%, 25%, 37% etc. As soon as the last treasure is picked-up, dungeon is completed, but the hero can still explore the dungeon. Dungeon can't be exited via stairs, if the hero is in combat.
Sound of completing the last mandatory object, of pressing the "Dungeon complete" button and of levelling up the hero in the dungeon.
There are 3 ways in which a dungeon can be "finished":
- The hero gets knocked unconscious i.e. loses all Health is considered as unsuccessful.
- The hero must rest for 6 hours.
- Equipment durability: -2.
- Certain items are lost:
- Keys for locked doors.
- 20% (rounded up) of looted Crypto-coins and Meteoric Iron.
- Any quest-related loot from defeated bosses (such as Emerald tablet shard or Red diamond).
- Certain non-boss quest-related loot (such as MALU during "Ahead of Time" quest chapter I).
- The hero escapes i.e. exits via stairs is considered as successful.
- The hero must rest for 6 hours.
- Equipment durability: -1.
- Besides keys for locked doors, no other items are lost.
- The hero completes the dungeon to 100% i.e. completes all the mandatory objectives and presses "Dungeon complete!" is considered as successful.
- The hero must rest for 2 hours.
- Equipment durability: -1.
- Besides keys for locked doors, no other items are lost.
- Hero (and Familiars) gain 20% (rounded down) additional experience.
There is an additional way to "finish" a dungeon:
- Using the Hero skill "Autonomous hero".
- The hero must rest for 6 hours.
- Equipment durability: -2.
- Loot and XP awarded are random, and fewer than a "normal" run.
The following table summarizes this:
| Dungeon run outcomes |
Hero resting time |
Equipment durability |
Bonuses | Items lost |
|---|---|---|---|---|
| Complete | 2 hours | -1 | 20% XP (1) | Keys for locked doors |
| Escape | 6 hours | -1 | None | Keys for locked doors |
| Defeat | 6 hours | -2 | None | Keys for locked doors 20% (2) of Quest-related loot from bosses Certain non-boss quest-related loot |
| Auto-run | 6 hours | -2 | None (3) | None (3) |
(1) (rounded down) for Hero and Familiars.
(2) (rounded up).
(3) (loot and XP awarded are lower than on a "normal" run; see Dungeon:_auto-run for further info).
The 500 MP dragon in 1C[]
The first time the player encounters the boss in 1C, a skeleton dragon, which requires 500 Mental points appears. This dragon will disappear after the player makes a move (any move). This skeleton dragon will appear in 3C as the boss, but will require 30 Mental points. Before the dragon disappears, it says:
- Who do we have here? I don't have time for this...
The 1000 MP demon in 6C[]
The first time the player encounters the boss in 6C, a demon, which requires 1000 Mental points appears. This dragon will disappear after the player makes a move (any move). This demon is the Demon of ignorance, which will appear in 6C once The Ordinary Days on an Adventurer: Chapter IV: Full set is completed. The demon will then require 100 Mental power. Before the demon disappears, it says:
- I turned night into day and lies into truth.
- And now I have to go.
Trivia[]
- The Dungeon was inspired by Hero Quest, which was released in 1991 by Gremlin Graphics Software Ltd. [1]
- Green action points were borrowed from Fallout 1/2.
- 栄光 is written on the Banner, which is Japanese for glory.
- When in dungeon, there is a number written in the top middle (hard to see). This number consists of dungeon level and (probably) level generated code (e.g. 2A-1450909161). The number of the level can also be seen by tapping on hero level.
- With version 19.0 Valor gained in Forest levels was increased by 50% and previous runs were recalculated.
- There used to be a strategy called "buff and drag", where the player would use Poke and Potion "Berserker rage" in combat at the start of a dungeon level then "drag" (leave alive) one weak enemy through the whole dungeon - thus technically staying in combat and using both buffs not for one room, but for the whole dungeon level. This strategy was so overpowered that it made the hardest levels child's play and saved a ton of food and MP (used for healing). Once the developers were made aware of this strategy, they removed it in the next update.
Dungeon runs spreadsheet[]
This spreadsheet is public and free to everyone to add their rewards after completing a run/trip (no login required). Instructions are on the spreadsheet.










































