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Dungeon lvl. 5
Dungeon TL;DR
For a short explanation of the Dungeon and it's strategy see Tips for Adventurers Guild > Dungeon.
Dungeon lvl. 2
Dungeon
For Dungeon (building) see Dungeon.
Screenshot Forest start Nonograms Katana
Dungeon: forest
For Dungeon (forest) see Dungeon: forest.
Spider
Dungeon: enemies
For enemies of the Dungeon see Dungeon: enemies.

For a short explanation of the Dungeon and its strategy see Tips for Adventurers Guild > Dungeon.

For Dungeon (building) see Dungeon.

For Dungeon (forest) see Dungeon: forest.

For enemies of the Dungeon see Dungeon: enemies.


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 - example

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 interface with numbers

Dungeon's interface.

  1. Back button. Tap to exit the dungeon screen. This can be used for solving nonograms in the meantime.
  2. 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 Dungeon - hero info information icon shows instead of hero's level.
  3. Hero skills. Hourglass Wait (hourglass) and Charge of motivation Charge of motivation (yellow-blue arm) are already learnt at the beginning. In the image, Smashing blow Smashing blow has also been learnt.
  4. Throwing weapons.
  5. Consumables.
  6. 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.
  7. Combat bar and hero's resources. Hero's current Dungeon - Health Health, Dungeon - Energy Energy and Dungeon - Mental power Mental power. Dungeon completion (in percentages) beside the dungeon icon.
  8. 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 Dungeon - move to first row icon "pin to first row" button (golden rounded rectangle, split in the middle with 1 circle on top and 4 circles below). This will move the skill or item to the inner row, 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.

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

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).
Dungeon-Ranged attack (hero)

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).
  • 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.

Mental power[]

Mental power (MP) is a resource in Dungeon, which allows the player to progress through the dungeon. Upon entering the dungeon the hero gets MP from the warehouse. If a hero encounters enemies or traps and they don't have enough MP, they can either hold their position until enough MP is gathered or run away. MP can be replenished by solving puzzles, by throwing certain weapons into the Cauldron (Katana, Mortar, Drum, Battering ram, Anchor and Steamobile), or by consuming Teriyaki salmon (10 MP). At lvl. 1 heroes start with a capacity of 80 MP, which will increase by 10 when leveling up. With the Trigonometry craftifact, hero's MP capacity can be extended by 120 points. If a dungeon is finished (either completed, exited via stairs or defeated), the remaining MP will be returned to the player.

Note: MP might not be rewarded from nonograms, if dungeon 1A wasn't successfully completed. The player can collect MP by solving puzzles both if they have a hero inside (MP will go to that hero up to the maximum capacity of the hero himself and any excess will be lost) or if they do not have a hero inside (MP will go to the warehouse up to or maximum capacity of the warehouse itself and any excess will be lost).

Gaining Mental power[]

When a puzzle is solved and there is a hero inside the dungeon, that hero will gain a number of Mental power equal to 2% (rounded up) of the base experience of that puzzle (i.e. experience without bonuses from skills, classes, artifacts, etc). For example: a puzzle that yields 1413 base experience would mean 28.26 points that are rounded up to 29, so the hero in the dungeon would gain 29 MP. Puzzles which reward less than 45 experience points don't yield MP. Maximum MP that can be rewarded from a nonogram is 60 MP (without bonuses). All 80x80 true nonograms (black-and-white or colored) reward 60 MP.

Items such that only increase experience, such as Sushi, Cup of coffee and Date cake, don't also increase MP gained. Items such as Fried eggs increase (+20%) MP gained from the puzzle solved, but not experience. Items such as Smoothie or Smoothie #2 increase (+40%) both MP and experience gained from the puzzle solved. Only one of these six items can be used on a nonogram. If MP would go over the limit (either in warehouse or in dungeon), items that increase MP can't be used (they are greyed out).

Cauldron:

Warehouse limit for Mental power is equal to 70 MP + 10 MP * (hero with maximum level). Mental power that would exceed capacity limit will be lost (i.e. overlimit experience is 0). Minimum MP capacity is 200.

Average use of MP[]

Below are listed averages for how much Mental power is needed for completion of each level. The numbers are rounded to the nearest 5 from this spreadsheet.

  • 1A: 80 MP.
  • 1B: 135 MP.
  • 1C: 180 MP.
  • 2A: 95 MP.
  • 2B: 175 MP.
  • 2C: 250 MP.
  • 3A: 105 MP.
  • 3B: 215 MP.
  • 3C: 240 MP.
  • 4A: 135 MP.
  • 4B: 265 MP.
  • 4C: 460 MP.
  • 5A: 230 MP.
  • 5B: 350 MP.
  • 5C: 500 MP.

Valor[]

Below are listed how much Valor is gained completing each level.

  • 1A: Valor: 1.
  • 1B: Valor: 2.
  • 1C: Valor: 4.
  • 2A: Valor: 4.
  • 2B: Valor: 8.
  • 2C: Valor: 16.
  • 3A: Valor: 16.
  • 3B: Valor: 32.
  • 3C: Valor: 64.
  • 4A: Valor: 64.
  • 4B: Valor: 128.
  • 4C: Valor: 256.
  • 5A: Valor: 256.
  • 5B: Valor: 512.
  • 5C: Valor: 1024.
  • F1: Valor: 12.
  • F2: Valor: 48.
  • F3: Valor: 192.
  • F4: Valor: 768.

Enemies[]

Enemies are creatures in dungeons, which slow down hero's exploration. Enemies can knock the hero unconscious (i.e. hero leaves the dungeon and loses some items). While in combat enemies will follow and attack the hero until they die. Enemies combat mechanics function the same as the hero's. Each enemy has a set amount of Action points (later AP) at the start of combat and that is the amount that is added to their Action point pool every turn. The maximum amount of AP that enemies can have is 1 more than their initial AP when combat starts. Attacking costs 3 AP for an enemy (same as for hero). Some enemies require "Developing tactics" by the hero; this will cost the hero 4 Action points and a number of Mental power points that varies, and is indicated by the blue number over the enemy. Enemies can also make waiting moves, which is randomly chosen. When enemies make a waiting move, they'll stop 2 tiles away from the hero (if they have more than 2 AP). By making a waiting move, the enemy will have their initial AP plus 1 the next turn. Enemies that have Tactics (Mental power barriers) or have 5 or more AP will never make waiting moves (although, after a hero removes the Tactics from an enemy, it might then make waiting moves - if it has less than 5 AP). Enemies can also open wooden doors (if other paths are blocked, or this path is shorter), but not other doors. Enemies can also break interactable objects. The loot inside these objects will be lost in this case.

Comprehensive list and stats of enemies is in Dungeon: enemies.

Enemies in 1A:

Taming[]

A hero in the dungeon/forest may find "tamable critters" that can be captured and later equipped as familiars (to that same hero or a different one). An equipped familiar will go with the hero into the dungeon, gain XP and level up, and can be deployed to fight (similar to Mechanical spider).

Overview[]

While in the dungeon/forest, the hero may find "tamable critters" (enemies that are smaller than that enemy's regular variant and have a "tamable" icon over them: Taming lvl. 1 Taming lvl. 2 Taming lvl. 3 Taming lvl. 4). These tamable critters can be tamed and captured only if the hero has learnt the hero skill "Taming". Instructions on how to tame these monsters are displayed when the skill is learnt, and also every time the hero meets a tamable enemy. Note that until the critter is fully captured (i.e. in the hero's inventory), it will attack and deal damage to the hero as usual. Familiars deployed in combat treat the critter as an enemy and hit it, but they stop hitting it after net is thrown. Moreover, all tamable critters have the Enemyskill e Evade ability and, when dropping below 50% health, may summon zero, one or two (depending on their rank) random enemies from the current dungeon/forest level. The number and rank (and kind) of tamable critters that appear in a dungeon/forest level is random, but they are more likely to be found (and more likely to be of higher rank - and summon more enemies) in deeper levels.

Captured critters (also known as pets) will show up in the hero's inventory until the hero exits the dungeon/forest; then they will be part of the player's Nursery (which is displayed along all possible hero's equipment and inventory in the Dungeon menu when no hero is inside the dungeon/forest). There is a maximum number of pets that the Nursery can hold. When the Nursery is full, the hero can still capture familiars. But once it goes beyond capacity (e.g. 6 familiar out of maximum 5), any dungeon level can't be entered until the access familiars are sold.

Pets have their own stats and abilities, which are not dependent on the familiar "kind" (i.e. a Giantoad pet may have different stats and abilities from another Giantoad pet, even if both are of the same rank - for instance, both white). Pets in the Nursery can't be given a name, only equipped ones. A pet in the Nursery can be sold for Coins (higher the level/rank, higher the sell price).

A pet in the Nursery can also be equipped to a hero (not necessarily the one that captured it), but only if that hero has learnt the "Taming" hero skill at the appropriate level or higher. Once the pet bonds with (is equipped to) the hero, it is now known as a "familiar" of said hero. From now on it cannot be transferred to any other hero, nor can it be unequipped (but it can still be sold). Higher level pets sell for more Coins.

Maximum 2 tameable critters can be found per level. Tameable critters can't be found in A levels and also not in F1, 1B, 2B and 3B.

There are 4 ranks of familiars:

  • Taming lvl. 1 white - can mostly be found in lower levels (F1, F2, 1B, 1C, 2B, 2C).
  • Taming lvl. 2 blue - can mostly be found in medium/lower levels (F2, F3, 2B, 2C, 3B, 3C).
  • Taming lvl. 3 yellow - can mostly be found in medium/higher levels (F3, F4, 3B, 3C, 4B, 4C).
  • Taming lvl. 4 purple - can mostly be found in higher levels (F3, F4, 5B, 5C).
Taming-tamed and equipped

An equipped tamed critter.

How to tame[]

  1. Buy Tofu in the Shop (at least 6; 5 for the skill and one for the critter).
  2. Learn Taming hero skill.
  3. Make sure to take at least one Tofu and one Throwing net when visiting the dungeon.
  4. Visit any level that is not A, like 1A, 2A, etc. (usually lower levels contain white familiars, and not all levels contain a familiar).
  5. Find a tameable critter. They appear smaller and have a Taming-Mask-white-neutral tameable icon (neutral) above them.
  6. If possible, kill other monsters and only leave the tameable critter alive (to preserve health).
  7. Attack the tameable critter. Let them drop at or below half health. It is not possible kill them with one attack - use Smashing blow, if unsure if the first attack won't drop them below half and the second might kill them.
  8. Select Tofu, then select the critter (requires 1 Energy). This feeds the critter. If done correctly, the tameable icon will turn from Taming-Mask-white-hit angry to Taming-Mask-white-fed happy/satisfied.
  9. Select Throwing net, then select the critter (requires 1 Energy). A throwing net should appear above the critter and a Taming-Mask-white-net surrendering icon appears.
  10. While the critter has a throwing net above them, "collect" the critter (i.e. select/attack the critter; requires 1 Energy). Note: Throwing net lasts for 3 turns. Even at this point, the critter will still attack the hero.
  11. If everything is done correctly, the critter disappears and XP can be seen floating. When the level is finished the familiar appears in the loot screen. On the next visit to the dungeon, the player can equip the tamed critter.

Familiars[]

Once a critter is tamed, the dungeon level needs to be finished (successfully or unsuccessfully?) to bring the tamed critter into the Nursery. Familiars in the Nursery can be than equipped to any hero who has the right Taming skill (lvl. 1 for white familiars, lvl. 2 for blue familiars, etc.). After equipping the familiar to a hero, the familiar needs to be fed Tofu or Inarizushi to increase their Satiety. Equipped and fed familiars can be taken to the dungeon with the hero to help them fight enemies.

Each run into the dungeon reduces a familiars satiety by 1. Each time it is deployed for combat, its satiety is reduced by 1. Each time it is defeated (its health reduced to 0 or below by an enemy - or by a hero's badly placed Greek grenade or flamethrower shot), its satiety is reduced by 1. Note that a defeated familiar cannot be deployed again during the current dungeon run, but it will be available again for the next one. Familiars can only be deployed a number of times in each dungeon run, depending on several things (familiar rank, hero taming skill, last treat fed...).

Tofu has 30 satiety (30 dungeon runs if the familiar is never deployed for combat). Satiety can also be increased while the familiar is inside the dungeon, but only with items in the hero's inventory. It can be fed while it still has some satiety left (1-5 ?), and the corresponding amount will be added to whatever satiety it had left; however, any bonuses from the previous treat will be "overwritten" by the ones from the new treat (i.e. if previously fed Inarizushi and is now fed Tofu while still at 3 satiety, the new satiety will be 33, but any HP bonuses or XP boosts from Inarizushi will no longer apply).

A familiar going into the dungeon with a hero will gain its own, familiar XP. Whenever the hero gains XP (or would gain, if hero is at level 21 and Emerald tablet has not been crafted yet), the familiar will immediately gain some XP too, depending on whether it is deployed at the time of the XP gain. If deployed, it gains the same amount of XP as the hero does (or would); if not deployed, it gains 80% of that amount. For instance, if the hero opens a puzzle door (15 XP) while the familiar is not deployed, the familiar immediately gains 12 XP. If the hero deploys the familiar for a combat and in said combat the hero (or the familiar, or the mechanical spider) defeats an enemy without tactics in F4 (40 XP), the familiar immediately gains 40 XP. Note the corresponding amount of XP that the familiar gains may also be affected by other bonuses (such as the 50% bonus if Inarizushi was used to increase satiety). Also, at the end of the run the familiar will also gain the additional 5% XP bonus if the dungeon run was completed successfully, just like the hero does (note that this 5% is applied to the familiar's total XP for this dungeon run, not the hero's!).

Familiars have their own stats and abilities, which are not dependent on the familiar "kind" (i.e. a Giantoad familiar may have different stats and abilities from another Giantoad familiar, even if both are of the same rank - for instance, both white). A familiar's abilities will increase with levels, and some can even learn abilities at certain levels. The maximum level of a familiar depends on its rank (white, blue, yellow, purple). At levels 12, 15, 18 Grimoire Grimoires are required. Grimoires can also be used while the familiar is in the dungeon, but only if the hero has them in their inventory.

Familiars can be given a name. A familiar can also be sold for Coins. The higher the level of the familiar, the more coins it sells for. When sold, the bond between familiar and hero is broken, and the hero's slot becomes available so that the player can bind (equip) another familiar to that hero in that slot.

Yellow horn Yellow horn indicates how many times a familiar can be summoned per dungeon run. The amount of summons increases with Taming skill? or amount of familiars?
Needs verification: if the hero goes into the dungeon with just one familiar, that familiar will get one additional summon (denoted by the "+1" after the regular number of summons and the yellow horn). If the hero goes into the dungeon with two familiars, they will get three addtitional summons (shared between both familiars: if one familiar get summoned 3 times before the other is ever summoned, the other one will get none of these additional summons). If the hero goes into the dungeon with all three familiars, the additional summons shared between all of them will be five.

Explanation of familiars' abilities can be found Bestiary > Explanation of icons.

Nursery[]

Nursery is like a warehouse for unequipped tamed familiars. Once a critter has been tamed, it first goes into the nursery. Once in nursery it can then be equipped to a hero with the correct taming skill. The starting nursery size is 5 slots. Nursery is shared between all heroes.

Nursery size can be increased by learning Taming lvl. 2 or 4 by one slot (each) on any hero. Only 6 additional slots can be added by learning Taming skill on heroes (maximum 11 total slots). Once the maximum has been reached, the nursery will not be increased by learning Taming skills, but it can still be increased with the Lair technologies. With both lair technologies (and hero skills), the maximum nursery size is 15 slots.

  • Example #1: learning Taming lvl. 4 on 2 heroes and Taming lvl. 2 on 2 other heroes increases the nursery size to 11.
  • Example #2: learning Taming lvl. 2 on 6 heroes increases the nursery size to 11.
  • Example #3: learning Taming lvl. 2 on 9 heroes increases the nursery size to 11.

It is still unknown what happens, if a critter is tamed and the nursery is full.

Comprehensive list and stats of familiars is in Dungeon: familiars.

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 and some drop from specific enemies.

1A 1A-icon Crypto-coin Katana Meteoric Iron Empty bottles Rice Wheat Ultraviolet Cherry
Mushrooms Ancient page
1B 1B-icon Crypto-coin Fan Katana Wood Meteoric Iron Thread Empty bottles
Rice Wheat Ultraviolet Cherry Mushrooms Treasure map fragment lvl. 1 Catacombs map fragment Ancient page
1C 1C-icon Crypto-coin Fan Katana Wood Meteoric Iron Thread Empty bottles
Rice Wheat Ultraviolet Cherry Mushrooms Treasure map fragment lvl. 1 Catacombs map fragment Ancient page
2A 2A-icon Crypto-coin Drum Wood Meteoric Iron Thread Empty bottles Rice
Wheat Ultraviolet Cherry Mushrooms Treasure map fragment lvl. 1 Catacombs map fragment Ancient page
2B 2B-icon Crypto-coin Drum Wood Meteoric Iron Thread Empty bottles Rice
Wheat Ultraviolet Cherry Mushrooms Treasure map fragment lvl. 1 Catacombs map fragment Ancient page
2C 2C-icon Crypto-coin Drum Ring for a hero lvl. 1 Wood Meteoric Iron Thread Empty bottles
Rice Wheat Ultraviolet Cherry Mushrooms Treasure map fragment lvl. 1 Catacombs map fragment Ancient page
3A 3A-icon Crypto-coin Drum Wood Meteoric Iron Thread Empty bottles Gold ingot
Rice Wheat Coffee beans Ultraviolet Cherry Mushrooms Reagent Treasure map fragment lvl. 1
Catacombs map fragment Ancient page
3B 3B-icon Crypto-coin Drum Wood Meteoric Iron Thread Empty bottles Gold ingot
Rice Wheat Coffee beans Ultraviolet Cherry Mushrooms Reagent Treasure map fragment lvl. 1
Catacombs map fragment Ancient page
3C 3C-icon Crypto-coin Drum Ring for a hero lvl. 2 Wood Meteoric Iron Thread Empty bottles
Gold ingot Rice Wheat Coffee beans Ultraviolet Cherry Mushrooms Reagent
Treasure map fragment lvl. 1 Catacombs map fragment Ancient page Dragon teeth
4A 4A-icon Crypto-coin Drum Wood Meteoric Iron Thread Glass Empty bottles
Gold ingot Rice Wheat Coffee beans Soy sauce Ultraviolet Cherry Mushrooms
Mandrake root Reagent Treasure map fragment lvl. 1 Catacombs map fragment Ancient page
4B 4B-icon Crypto-coin Drum Wood Meteoric Iron Thread Glass Empty bottles
Gold ingot Rice Wheat Coffee beans Soy sauce Ultraviolet Cherry Mushrooms
Mandrake root Reagent Treasure map fragment lvl. 1 Catacombs map fragment Ancient page
4C 4C-icon Crypto-coin Drum Ring for a hero lvl. 3 Wood Meteoric Iron Thread Glass
Empty bottles Gold ingot Rice Wheat Coffee beans Soy sauce Ultraviolet Cherry
Mushrooms Mandrake root Reagent Treasure map fragment lvl. 1 Catacombs map fragment Ancient page
5A 5A-icon Crypto-coin Drum Wood Meteoric Iron Thread Glass Empty bottles
Gold ingot Treasure Rice Wheat Coffee beans Soy sauce Ultraviolet Cherry
Mushrooms Mandrake root Reagent Treasure map fragment lvl. 1 Catacombs map fragment Ancient page
5B 5B-icon Crypto-coin Drum Wood Meteoric Iron Thread Glass Empty bottles
Gold ingot Treasure Rice Wheat Coffee beans Soy sauce Ultraviolet Cherry
Mushrooms Mandrake root Reagent Treasure map fragment lvl. 1 Catacombs map fragment Ancient page
5C 5C-icon Crypto-coin Drum Ring for a hero lvl. 4 Wood Meteoric Iron Thread Glass
Empty bottles Gold ingot Treasure Rice Wheat Coffee beans Soy sauce
Ultraviolet Cherry Mushrooms Mandrake root Reagent Treasure map fragment lvl. 1 Catacombs map fragment Ancient page
Dragon teeth


Traps[]

Traps may be hidden in/under any of the tiles that are covered with small pebbles, with a single dark slab or a demonic granite tile (reddish pebble tile). All corridors consist exclusively of these 3 kinds of tiles, but these tiles can also be found in rooms. Traps won't be placed adjacent each other and on small pathways that lead to a room (1 or 2 tiles before a door). The hero has a chance of discovering a trap when stepping next to it (30%), and skills can be learnt to improve the odds of discovering them (and even lower the Mental power cost of disarming them) to 90%. If a trap is not discovered and the hero steps on it, the hero loses a number of Health points (determined by the trap's Dungeon - Damage Damage level, which works in the same way as a hero's or enemy's, but with no chance for Critical Strike). If a trap is discovered, the hero must spend 3 Mental power (2 with hero skill Traps lvl. 2) to go past it. The reward for disarming a trap is 15 Experience experience points. Once the trap has been disarmed or stepped on, the trap functions as a normal tile and can be walked on.

The following lines indicate the Damage stat for Traps in each level, and the range of damage that can be delivered (minus hero's Defense) to the hero:

  • 1A: Dungeon - Damage = 5 -- deliver 3 to 7.
  • 1B: Dungeon - Damage = 6 -- deliver 4 to 8.
  • 1C: Dungeon - Damage = 7 -- deliver 5 to 9
  • 2A: Dungeon - Damage = 6 -- deliver 4 to 8.
  • 2B: Dungeon - Damage = 7 -- deliver 5 to 9.
  • 2C: Dungeon - Damage = 8 -- deliver 6 to 10.
  • 3A: Dungeon - Damage = 8 -- deliver 6 to 10.
  • 3B: Dungeon - Damage = 9 -- deliver 7 to 11.
  • 3C: Dungeon - Damage = 10 -- deliver 8 to 12.
  • 4A: Dungeon - Damage = 10 -- deliver 8 to 12.
  • 4B: Dungeon - Damage = 11 -- deliver 9 to 13.
  • 4C: Dungeon - Damage = 12 -- deliver 9 to 15.
  • 5A: Dungeon - Damage = 12 -- deliver 9 to 15.
  • 5B: Dungeon - Damage = 16 -- deliver 13 to 19.
  • 5C: Dungeon - Damage = 20 -- deliver 16 to 24.

Note: enemies and Mechanical spider won't trigger traps, so the player should not take for granted that tiles that an enemy has walked over are safe!
Note: another quirk about traps is that during combat, if the hero detects a new trap and as a consequence there are no longer any cleared or within-range paths to enemies, the combat is ended immediately.

Doors[]

Doors connect rooms. Doors have to be opened to enter a room.

Doors in every level:

  • Wooden door
    • Can be entered without any cost.
    • XP: 0
  • Puzzle door
    • Costs 3 mental power to enter.
    • XP: 15
  • Brick door (walled-up door)
    • Costs 5 Energy to enter (in 1A).
    • Costs 6 Energy to enter (in 1B and 2A).
    • Costs 7 Energy to enter (in 1C, 2B and 3A).
    • Costs 8 Energy to enter (in 2C, 3B and 4A).
    • Costs 9 Energy to enter (in 3C, 4B).
    • Costs 10 Energy to enter (in 4C, 5A).
    • Costs 11 Energy to enter (in 5B).
    • Costs 12 Energy to enter (in 5C).
    • XP: 0

New doors found in 1B and deeper:

  • Locked door
    • A Key is required.
    • Keys can be found from enemy drops.
    • XP: 0

New doors found in 2B and deeper:

  • Secret door
    • Looks like one of the knight statues on the wall but with a lighter frame.
    • To open it, the hero must push a lever that should be close by.
    • Costs 3 Energy to open.
    • XP: 0
  • Trapdoor

New doors found in 2C, 3C, 4C and 5C:

  • Mist door
    • To open it, the player is required to solve a nonogram by moving the hero (see Puzzle room).
    • Loot: 0
    • Cost: 0
    • XP: 0
  • Jade door
    • Appears only when there is a Forest level to be discovered.
    • To open it, the player has to first find and defeat the Emerelf guardian, somewhere else in this level.
    • Loot: 0
    • Cost: 0
    • XP: 0
Dungeon-Secret door & lever-opening

Tapping on the lever opens the secret door.

Objects[]

Objects are placed on tiles and some can be interacted with and some cannot. Some object contain enemies. Destroying objects costs 3 Action points (in combat) and 1 Energy (in and out of combat). Objects can also be seen vertically mirrored, but function the same.


Interactable objects[]

Object Loot (found in)
Cost Experience Notes
Book podium
Book podium
Ancient page Ancient page (found in F1-F4 and 1A-5C)
4 Mental power 20 It can be found in every level.
Chest (purple)
Chest (purple)
Meteoric Iron Meteoric Iron (found in F1-F4 and 1A-5C)
Catacombs map fragment Catacombs map fragment (found in F1-F4 and 1B-5C)
Coffee beans Coffee beans (found in F2-F4 and 3A-5C)
Gold ingot Gold ingot (found in 3A-5C)
Glass Glass (found in 4A-5C)
Ring for a hero lvl. 1 Ring for a hero lvl. 1 (found in 2C)
Ring for a hero lvl. 2 Ring for a hero lvl. 2 (found in 3C)
Ring for a hero lvl. 3 Ring for a hero lvl. 3 (found in 4C)
Ring for a hero lvl. 4 Ring for a hero lvl. 4 (found in 5C)
Ring for a hero lvl. 4+ Ring for a hero lvl. 4+ (found in F4)
4 Mental power 20 It can be found in every level.
Chest (golden)
Chest (golden)
Treasure Treasure (found in F4 and 5A-5C)
4 Mental power 20 It is very rare.
Chest (wooden)
Chest (wooden)
Meteoric Iron Meteoric Iron (found in F1-F4 and 1A-5C)
Crypto-coin Crypto-coin (found in F1-F4 and 1A-5C)
Reagent Reagent (found in F2-F4 and 3A-5C)
Mandrake root Mandrake root (found in F3-F4 and 4A-5C)
None 0 It can be found in every level.
Crate (big)
Crate (big)
Barrel (big)
Barrel (big)
Vase (big)
Vase (big)
Empty (found in F1 and 1A-2C)
Rice Rice (found in F1-F4 and 1A-5C)
Wheat Wheat (found in F1-F4 and 1A-5C)
Crypto-coin Crypto-coin (found in F1-F4 and 1A-5C)
Meteoric Iron Meteoric Iron (found in F1-F4 and 1A-5C)
Thread Thread (found in F1-F4 and 1B-5C)
Reagent Reagent (found in F2-F4 and 3A-5C)
Mandrake root Mandrake root (found in F3-F4 and 4A-5C)
1 Dungeon - Energy 0 Barrel (big) may hide enemy: Kraken.
Vase (big) may hide enemy: Beetle.
Crates (small)
Crates (small)
Barrels (small)
Barrels (small)
Vases (small)
Vases (small)
Empty (found in 1A-5C)
1 Dungeon - Energy 0 They can be found in every level.
Ultraviolet Cherry tree
Ultraviolet Cherry tree
Ultraviolet Cherry Ultraviolet Cherry (found in F1-F4 and 1A-5C)
None 0 It can be found in every level.
Mushroom patch
Mushroom patch
Mushrooms Mushrooms (found in F1-F4 and 1A-5C)
None 0 It can be found in every level.
Drum (finding)
Drum (finding)
Drum Drum (found in F1-F4 and 2A-5C)
None 0 Restores 8 Dungeon - Energy.
Lever
Lever
None (found in F1-F4 and 2B-5C)
3 Dungeon - Energy 0 Opens a secret door (knight statue in the wall with a white frame).
There is always a mandatory object inside that room.
Soy sauce (finding)
Soy sauce (finding)
Soy sauce Soy sauce (found in F3-F4 and 4A-5C)
None 0 Sometimes it can be hard to spot, because it blends in with barrels/vases/boxes.
Trapdoor
Trapdoor
Trapdoor (puzzle)
Trapdoor (puzzle)
Trapdoor (opened)
Trapdoor (opened)
None (found in F1-F4 and 2B-5C)
0 or 3 Mental power 0 or 15 Opens a secret room below with a mandatory object.
Sometimes there is an MP cost sometimes there isn't.
It can only be used, if hero is not in combat.
The trapdoor can be accessed from either 4 sides, but when the hero climbs up the ladder, they will always appear at the top tile.
Ladder
Ladder
Ladder (invisible)
Ladder (invisible)
None (found in F1-F4 and 2B-5C)
0 0 Opens access to a secret room above with a mandatory object. Must be tapped on to access the room above (the tile below doesn't trigger the climb animation).
It can only be used, if hero is not in combat.
Pushable bale
Pushable bale
None (found in 2B)
None (found in 3B)
None (found in 4B)
None (found in 5B)
0 0 Also called white parcels, hay balls, sugar cubes, etc. One or two bales are just for decoration. If there are also dark tiles and a closed Mist door in the same room, it's a Nono-ban puzzle. Then these bales need to be pushed onto the dark tiles to open the door.


Note: small crates, small barrels and small vases are always empty; they serve just as obstacles that can (but don't need to) be destroyed - and sometimes, enemies will destroy them to get to the hero.

Non-interactable objects[]

Non-interactable objects with how many tiles they occupy.

Some object become invisible/collapse when hero comes closer.

Wall tiles[]

These wall tiles are non-interactable, except for ladder. Ladders can be found in 2B-5C.

Floor tiles[]

Some floor tiles are not walkable and some contain a trap.

The Green goo tiles act like a wall, i.e. the hero can't walk on it and enemies on the other side will not engage in combat, even if they are within 7 tiles from the hero.

Special rooms[]

Special rooms are rooms, which always have a certain enemy (and usually certain objects in various quantities). Special rooms don't appear in 1A.

Disclaimer: All the names for these rooms are unofficial and suggested by the community. Currently, there are no room names in the game.

  • Blue room - room with blue tiles. Such rooms are usually accessed by pushing the lever. They usually have pillars in the corners (either single or double pillars).
  • Rat room - room with 5 Kobolds (the number of Kobolds can vary, but it is never more than 5).
  • Bone pit - room with Imp and bone tiles. These rooms can have different tilings. They also have "arched openings with skulls" walls.
  • Crypt - room with Nosferatu, coffins and pillars in walls.
  • Mushroom grove - room with Mushroomonster and mushroom patches.
    • Mushroom family room - room with Mushrooyoungsters and no Mushrooms.
  • Cherry orchard - room with Treenemy and Ultraviolet Cherry trees. These rooms have grass tiling.
  • Butchery - room with Butcher and skeletons inside cages.
  • Abandoned library - room with Hooded cultist and bookshelves, tables, and chairs.
  • Isolation ward - room with Duplicating demon and no objects (a room where the hero must face their demons). These rooms have pillars in walls.
  • Sewerage room - room with Snotling warlord (Rat rider) and/or Green slime and sewerage tiles dividing the room. These rooms always have a corridor connecting the two halfs. Sometimes there's a wooden bridge.
    • Lava room - similar to the sewerage room, but instead of having sewage tiles, it has lava tiles. It can only be found in level 5. (It might not contain a specific enemy - needs testing.)
  • Graveyard - room with Bone dragon and only bone tiles (only in 3C). This room doesn't always appear.

Puzzle room[]

The puzzle room (aka nonoroom, or even nonogroom) is a room, which has numbers on the floor, which represent a nonogram (sometimes also called "minesweeper"). The nonograms has to be solved by moving the hero to the tiles and switching them on/off. The nonogram is usually a different one every time, but the size is always 5x5. By solving the nonogram a shadow door unlocks, which opens a room, which contains a violet chest with a ring. Puzzle rooms can only be found in 2C, 3C, 4C and 5C. There is no guarantee that a puzzle will be in any in those levels. They are quite rare. When solving, tiles will turn yellow, but when it's solved, the tiles will turn red.

Tips: To avoid accidentally switching on/off tiles, solve the inner part first and move outwards. Choose tile tapping mode to avoid misclicks.

Puzzles[]

Here are listed all puzzles that can be found in these puzzle rooms (at least those we have found so far) with their nonogram links.

Notable rooms[]

Below are images of rooms, which have an interesting layout, but don't contain a special enemy. Pillars turn transparent upon entering the room and completely invisible upon getting one tile away from them (except those in walls).

Secret rooms[]

Secret rooms are rooms, that require the player to interact with a certain object in the dungeon to open/enter a room. These rooms always contain a mandatory object.

  • Lever (found from 2B) - by tapping on the lever a secret entrance is revealed behind a knight statue with a white frame. These secret rooms have blue tiles.
  • Ladder (found from 2B) - by tapping on the ladder the hero is "lifted"/climbs up to a secret room. These rooms are small with a trap door to go back.
  • Trap door (found from 2B) - by tapping on the trap door (some of them require 3 MP to open) opens a hatch with a ladder, which takes the hero into a small room with a ladder to go back.

Nono-ban[]

The term "nono-ban" is a phrase combining "nonogram" and "sokoban" (or "Soko-ban"). Sokoban is a puzzle game where the player has to push boxes in their storage locations.[1] The nono-ban is similar, but instead of boxes, bales are used; also, unlike in soko-ban, it is impossible to get into an unsolvable position because, when trying to push the bale into an occupied space, instead of no effect as in soko-ban, here the hero and the bale will swap positions. These bales need to be moved on stone slabs, which light up orange, when a bale is pushed on the tile. These stone slabs come in different formations. When the nono-ban is solved a door is unlocked. Enemies can also move bales. Moving a bale in combat costs 2 Action points. After a nono-ban has been solved the bales can also be moved, which is useful in cases where the bales would block a path/door. Similar to puzzle rooms, nono-bans can only be found in B levels (not in 1B though). Nono-bans can be also solved while in combat (although hero will most likely take a lot of extra damage). Moving bales in combat costs 2 Action points (for heroes, allies and enemies). More than 1 bale can't be moved simultaneously.

Sometimes one or two bales can be found in a room without any stone slabs near-by. Such bales don't have any purpose and are there only as a decoration. Such barrels only appear in levels that nono-ban can't be found (every level except 2B, 3B, 4B and 5B).

Note: bales are also sometimes called white parcels, white boxes, hay bales, sugar cubes, etc. Previously, smaller barrels (unbreakable) were used instead of bales.

Solving a nono-ban with barrels (2x speed).

Nono-ban formations include, but are not limited to:

  • A line (one 1x6 grid).
  • A cross (+ shaped).
  • A cross (X shaped).
  • A messy layout.
  • Two 2x2 grids.
  • Two 1x3 grids.
  • Roundabout (3x3 grid without the middle tile).
  • A 3x3 grid.

Lost adventurers[]

Lost adventurer in a room

Lost adventurer approached by a hero.

From dungeon 3B and deeper (or F3 and deeper in the Forest) the player will find characters/adventurers (every level contains one, unless the level features a quest-related character). They stand on a tile and they can be interacted with. Once the player ends combat, goes to them and taps on them, they reward the player with 100 (hero) experience points and a random item, which is usually a potion. Every item has roughly the same chance of being rewarded (from Lost adventurers; from Leprechauns it's always a Pot of gold). Items given are:

  • Potion of healing Potion of healing in levels: F3-F4 and 3B-5C.
  • Potion of healing lvl. 2 Potion of healing lvl. 2 in levels: F3-F4 and 3B-5C.
  • Potion of energy Potion of energy in levels: F3-F4 and 3B-5C.
  • Potion Ambrosia Potion "Ambrosia" in levels: F3-F4 and 3B-5C.
  • Catacombs map fragment Catacombs map fragment in levels: F3-F4 and 3B-5C.
  • Pot of gold Pot of gold in levels: F3-F4. (Given only by Leprechauns.)

If the hero is in combat, the lost adventurers respond with "Help!" (does not consume Action points).

Shapeshifters[]

There is a small chance that a Lost adventurer will turn into an enemy (sometimes referred to as a "shapeshifter"); in this case a different text will appear in the pop up. The lost adventurer will turn into an enemy, demoralize the hero and attack. If this enemy is defeated, one of the usual Lost adventurer rewards will be given as loot, instead of that enemy's usual loot. These have a very small chance (12%) to appear, and in level 5 they don't appear at all. When they do, the enemy they turn into is always the Succubus (in the "stone" dungeon, not in the forest).

Disclaimer: All the names for these lost adventurers are unofficial and suggested by the community. Currently, there are no lost adventurer names in the game.

Quest givers[]

In certain levels there will be characters/monsters that will charge the player with a quest. In order to receive the quest, the hero must interact with them out of combat. They will appear the first time the player visits a certain level (some of them only after a certain condition is met, such as completing a specific quest). In case the player doesn't interact with them, the quest giver can be found next time (or until the quest giver is not interacted with) on the same level. These characters/monsters appear with a yellow-exclamation-mark-in-a-circle icon above them. They are similar to lost adventurers. When they show up, no lost adventurer will be present in the level this run. Below there's a list of levels and quests:

Completing a dungeon[]

DungeonProgress

The portcullis raises along with the percentage.

DungeonProgressF

In the forest, the slab raises along with the percentage.

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.

Mandatory objectives include:

To complete the dungeon
  • Defeating the boss (Mental Power is needed to shatter initial protection and to allow damaging the enemy).
  • Opening all violet chests (Mental Power is required to unlock).
  • Collecting all Ancient pages from violet podiums (Mental Power is required to pick-up).
Dungeon complete

Dungeon is complete, but the hero can still explore the dungeon. The player can tap the "Dungeon complete!" button to successfully complete the dungeon.

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 finding 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 escapes i.e. exits via stairs is considered as successful.
    • The hero must rest for 6 hours.
    • Besides keys for locked doors, no other items are lost.
    • Equipment durability: -1.
  • 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.
    • Besides keys for locked doors, no other items are lost.
    • Equipment durability: -1.
    • Hero gains 20% (rounded down) additional experience.

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..."

Trivia[]

  • The Dungeon was inspired by Hero Quest, which was released in 1991 by Gremlin Graphics Software Ltd. [2]
  • 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.

See also[]

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.

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