Dungeon: RPG

For a short explanation of the Dungeon and its strategy see Tips for Adventurers Guild > Dungeon.
For Dungeon (building) see Dungeon.
For Dungeon (citadel) see Citadel
For Dungeon (forest) see Dungeon: forest.
For Dungeon (cave) see Dungeon: cave.
For enemies of the Dungeon see Dungeon: enemies.
For familiars see Dungeon: familiars.
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'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. 
#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 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.
Pick tile mode.png|Pick tile mode - information.
tile-tapping mode.jpg|Tile tapping mode enabled; small vases tile is selected.
tile-tapping mode needed.jpg|Spider is behind cage - almost impossible to hit it without activating tile-tapping mode.
Dungeon - hero stats info.png|Hero stats when pressing on the level icon.
Dungeon - first row.png|Hourglass, Mechanical spider and Cherry bun are pinned to the first row.
== 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).
 
*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).
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.
dungeon-Critical Strike.png|Hero deals 4 damage (regular hit) to Kraken. Kraken deals 5 damage (Critical Strike) to hero.
Dungeon-Critical Strike-alt1.png|Hero receives 2 damage (regular hit), then 5 damage (Critical Strike) from Cultist.
=== 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 as well as all nonograms that rewards more than 3000 base experience.
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:
* 7 x Katana = 2 MP
* 1 x Firework = 3 MP
* 1 x Mortar = 4 MP
* 1 x Drum = 6 MP
* 1 x Battering ram = 10 MP
* 1 x Anchor = 16 MP
* 1 x Steamobile = 28 MP
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.
Mental power needed for dungeon completed
Level	A 	B 	C
1 	80 	135	180
2 	95 	175	250
3 	105	215	240
4 	135	265	460
5 	230	350	500
Warning: these values ​​can be very different depending on the player's play style (for example using skills instead of food and potions greatly increases Mental power consumption).
== Valor ==
Valor rewarded for dungeon completed
Level	A 	B 	C
1 	1 	2 	4
2 	4 	8 	16
3 	16 	32 	64
4 	64 	128	256
5 	256	512	1024
6 	384	768	1536
Example: For completing 2A, 4 Valor are rewarded.
Tip: Deeper levels also reward more Valor per Mental power spent.
== 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:
Foe-Kraken.png|Kraken (hides in Barrel (big)).
Foe-Beetle.png|Fire beetle (hides in Vase (big)).
Foe-Spider.png|Giant spider (has Spiderweb).
Foe-Scorpion.png|Scorpion.
Foe-Brown ninja.png|Ronin (has 4 AP).
Foe-Cobra.png|Cobra (sneaks past enemies to get behind hero).
Foe-Blue ninja.png|Blue monk (has 3 MP barrier).
Foe-Cultist(Boss1A).png|Cult priestess (boss, has 15 MP barrier).
=== Familiars ===
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).
:More information can be found at 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.
== 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 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 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: = 5 -- deliver 3 to 7.
*1B: = 6 -- deliver 4 to 8. 
*1C: = 7 -- deliver 5 to 9
*2A: = 6 -- deliver 4 to 8.
*2B: = 7 -- deliver 5 to 9.
*2C: = 8 -- deliver 6 to 10.
*3A: = 8 -- deliver 6 to 10.
*3B: = 9 -- deliver 7 to 11.
*3C: = 10 -- deliver 8 to 12.
*4A: = 10 -- deliver 8 to 12.
*4B: = 11 -- deliver 9 to 13.
*4C: = 12 -- deliver 9 to 15.
*5A: = 12 -- deliver 9 to 15.
*5B: = 16 -- deliver 13 to 19.
*5C: = 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.
Trap(possible).png|Traps can be in "pebbled" tiles, both in corridors or in rooms (found in 1A and deeper).
Trap(triggered).png|Trap after being triggered.
Trap(detected).png|Trap detected by hero before triggering it.
Trap(disarmed).png|Trap that has been disarmed by hero.
Trap2_(possible).png|Trap can be in "stone slab" tiles, both in corridors or in rooms (found in 4A and deeper).
Trap2_(triggered).png|Trap after being triggered.
Trap2_(detected).png|Trap detected by hero before triggering it.
Trap2_(disarmed).png|Trap that has been disarmed by hero.
Trap3_(possible).png|Trap can be in "demonic granite" tiles, both in corridors or in rooms (found in 5A and deeper).
Trap3_(triggered).png|Trap after being triggered.
Trap3_(detected).png|Trap detected by hero before triggering it.
Trap3_(disarmed).png|Trap that has been disarmed by hero.
== 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 (every enemy can have a key except a few specific ones, enemies with Tactics are preferred)
**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
**See Interactable objects for more information.
New doors found in 2B, 3B, 4B and 5B:
*Mist door
**To open it, the player is required to solve a Nono-ban moving bales with the hero (see Nono-ban).
**Loot: 0
**Cost: 0
**XP: 0
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 entrance.png|Dungeon entrance / exit.
Door(wooden).gif|Wooden door.
Door(brick).gif|Brick door (walled-up door).
Door(puzzle).gif|Puzzle-lock door.
Door(keylock).gif|Keylock door.
Door(secret-lever).gif|Pushing this lever opens the secret door.
Door(secret).gif|Secret door.
Door(mist).gif|Mist door.
Door(jade).gif|Jade door (secret passage to Forest level).
== 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 ===
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. 
Dungeon-1-tile-object-300-Knight.png|Knight (1 tile).
Dungeon-1-tile-object-300-Rocks.png|Rocks (1 tile).
Dungeon-1-tile-object-300-Lamp.png|Lamp (1 tile).
Dungeon-1-tile-object-300-Rock_stairs.png|Rock stairs (1 tile).
Dungeon-1-tile-object-300-Skull_tower.png|Skull tower (1 tile).
Dungeon-1-tile-object-300-Table.png|Table (1 tile).
Dungeon-1-tile-object-300-Bookshelf.png|Bookshelf (1 tile).
Dungeon-1-tile-object-300-Chair.png|Chair (1 tile).
Dungeon-1-tile-object-300-Fireplace.png|Fireplace (1 tile).
Dungeon-1-tile-object-300-Cage.png|Cage (1 tile).
Dungeon-1-tile-object-300-Book_podium.png|Book podium (1 tile).
Dungeon-1-tile-object-300-Ultraviolet_cherry_tree-picked.png|Ultraviolet cherry tree - picked (1 tile).
Dungeon-1-tile-object-300-Mushrooms-picked.png|Mushrooms - picked (1 tile).
Dungeon-1-tile-object-300-Pillar.png|Pillar (1 tile).
Dungeon-2-tile-object-300-Barrels.png|Barrels (2 tiles).
Dungeon-2-tile-object-300-Tomb.png|Tomb (2 tiles).
Dungeon-2-tile-object-300-Bookcase.png|Bookcase (2 tiles).
Dungeon-4-tile-object-300-Table_and_chairs.png|Table and chairs (4 tiles).
Some object become invisible/collapse when hero comes closer.
Object-Invisible_cage.gif|Cage going invisible/collapses when hero comes closer.
Object-Invisible_pillar.gif|Pillar going invisible/collapses when hero comes closer.
=== Wall tiles ===
These wall tiles are non-interactable, except for ladder. Ladders can be found in 2B-5C.
Dungeon-wall-wall.png|Wall.
Dungeon-wall-brick_stones.png|Brick stones (can no longer be found).
Dungeon-wall-stone_bricks.png|Stone bricks (only found in corners).
Dungeon-wall-stone_brick_wall.png|Stone brick wall (usually found in pairs).
Dungeon-wall-banner.png|Banner.
Dungeon-wall-drain hole.png|Drain hole.
Dungeon-wall-floor drain.png|Floor drain.
Dungeon-wall-fetter.png|Fetter.
Dungeon-wall-hole.png|Hole in the wall.
Dungeon-wall-relief of knight.png|Arched opening with a knight statue.
Dungeon-wall-skulls.png|Arched opening with skulls.
Dungeon-wall-timbering.png|Timbering.
Dungeon-wall-torch.png|Torch.
Dungeon-wall-web.png|Web (only found in corners).
Dungeon-wall-pillar.png|Pillar.
Dungeon-wall-crack.jpg|Wall crack.
Dungeon-wall-ladder.jpg|Ladder (interactable).
=== Floor tiles ===
Some floor tiles are not walkable and some contain a trap.
Dungeon-floor-Stone.png|Stone tile.
Dungeon-floor-Stone-irregular.png|Stone tile (irregular).
Dungeon-floor-Granite.png|Granite tile.
Dungeon-floor-Pebbles.png|Pebbles tile (may contain a trap).
Dungeon-floor-Pebbles_with_rocks.png|Pebbles tile with rocks (is walkable).
Dungeon-floor-Slate.png|Slate tile.
Dungeon-floor-Wood.png|Wood tile.
Dungeon-floor-Grass.png|Grass tile.
Dungeon-floor-Sewerage.png|Sewerage tile (is not walkable).
Dungeon-floor-Bones.png|Bones tile (is not walkable).
Dungeon-floor-Stone_slab.png|Stone slab tile (may contain a trap). Found only in level 4 and 5.
Dungeon-floor-Stone_slab_orange.png|Stone slab tile lights up orange when Nono-ban is solved. Found only in Nono-ban rooms.
Dungeon-floor-Blue_slate.png|Blue slate tile.
Dungeon-floor-Grating.png|Grating tile.
Dungeon-floor-Demonic_granite.png|Demonic granite tile (may contain a trap). Found only in level 5.
Dungeon-floor-Lava.png|Lava tile. Found only in level 5.
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.
Special room - blue room.png|Blue room (cleared).
Special room - Rat room.png|Rat room with 5 Kobolds.
Special room - Bone pit.png|Bone pit with Imp and bone tiles.
Special room - Crypt.png|Crypt with Nosferatu and coffins.
Special room - Mushroom patch.png|Mushroom grove with Mushroomonster and Mushroom patches.
Special room - Mushroom family room.png|Mushroom family room with Mushrooyoungsters and no Mushrooms.
Special room - Cherry orchard.png|Cherry orchard with Treenemy and Ultraviolet Cherry trees.
Special room - Butcher room.png|Butchery with Butcher and skeletons in cages.
Special room - Abandoned library.png|Abandoned library with Hooded cultist and bookshelves, tables, and chairs.
Special room - Isolation ward.png|Isolation ward with Duplicating demon and no objects.
Special room - Sewerage room.png|Sewerage room with Snotling warlord, Green slime and sewerage tiles diving the room.
Special room - Lava room.jpg|Lava room (cleared). Better image wanted.
Special room - Graveyard.jpg|Graveyard with Bone dragon and bone tiles.
=== 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.
Puzzle room - unsolved.jpg|Puzzle room - unsolved.
Puzzle room - solved.jpg|Puzzle room - solved.
==== 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.
*Skull (see Black-and-White Nonograms > 5x5 > Skull)
*Running man ([#139960: I'm Late])
*Ring ([#120825:two SQUARES])
*Helmet ([#95136:W])
*Ghost ([#122108:Ghost from PacMan])
*Evil skull ([#172431:The skull of a villain])
*Sword ([#123053:Magic Sword])
*Jellyfish ([#171957:Jellyfish])
*Bat (see Black-and-White Nonograms > 5x5 > Bat)
*Phoenix ([#173323:FENIX])
*Scorpion ([#141631:scorpion])
*Smile (see Black-and-White Nonograms > 5x5 > Smile)
Black-and-White Nonograms, 5x5, Skull.png|Skull.
Floor puzzle - Running man.png|Running man.
Floor puzzle - Ring.png|Ring.
Floor puzzle - Helmet.png|Helmet.
Floor puzzle - Ghost.png|Ghost.
Floor puzzle - Evil skull.png|Evil Skull.
Floor puzzle - Sword.png|Sword.
Floor puzzle - Jellyfish.png|Jellyfish.
Black-and-White Nonograms, 5x5, Bat.png|Bat.
Floor puzzle - Phoenix.png|Phoenix.
Floor puzzle - Scorpion.png|Scorpion.
Black-and-White Nonograms, 5x5, Smile.png|Smile.
=== 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).
Notable room - Great hall.png|Great hall (sometimes there are only 3 pillars). 
Notable room - Pit room.png|Pit room. Some tiles in the middle are missing.
Notable room - Tainted pool.png|Tainted pool. Sometimes sewerage tiles are placed in different shapes - usually like this.
Notable room - 3 pillars.png|A room with 3 pillars. 
Notable room - Warehouse.png|Warehouse (room). A room with wooden tiles and a lot of (breakable) object on the floor.
=== 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.
Secret room (ladder).jpg|Secret room entered via ladder.
Secret room (ladder) - cleared.jpg|Secret room entered via ladder (cleared).
Secret room (trap door).jpg|Secret room entered via trap door.
=== 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. 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. Be careful not to push (or let the enemies push) bales outside of the room, because it might not be easy to get the bales back into the room.
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.
Nono-ban (unsolved).png|Unsolved nono-ban.
Nono-ban (solved).png|Solved nono-ban.
center|500px|thumb|Solving a nono-ban with barrels (2x speed).
center|500px|thumb|Solving a nono-ban with bales (2x speed).
Nono-ban formations include, but are not limited to:
*A line (one 1x6 grid).
*A cross (+ shaped).
*A cross (X shaped).
*Two 2x2 grids.
*Two 1x3 grids.
*Roundabout (3x3 grid without the middle tile).
*Dotted square (shape of perimeter of a 7x7 square with only vertices and midpoints).
*A 3x3 grid.
*A messy layout.
*A 2x3 - each bale is separated by 1 tile.
Nono-ban (solved).png|Nono-ban - line or 1x6 grid.
Nono-ban-5.png|Nono-ban - cross (+ shaped).
Nono-ban-6.png|Nono-ban - cross (X shaped).
Nono-ban-7.png|Nono-ban - two 2x2 grids.
Nono-ban-2.png|Nono-ban - two 1x3 grids.
Nono-ban-4.png|Nono-ban - roundabout.
Nono-ban-3.png|Nono-ban - dotted square.
Nono-ban-8.png|Nono-ban - one 3x3 grid.
Nono-ban-9.png|Nono-ban - messy layout.
Nono-ban-10.png|Nono-ban - 2x3.
== Lost adventurers ==
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: 
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).
Lost adventurer pop up.png|Pop up when hero interacts with a lost adventurer.
Lost adventurer - Help.png|Pop up when hero interacts with a lost adventurer, but the hero is in combat.
Lost adventurer - trap.png|Pop up when hero interacts with a lost adventurer, before the lost adventurer turns into an enemy.
Lost adventurer - enemy.png|Lost adventurer turns into an enemy, demoralizes the hero and attacks.
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.
Lost adventurer1.png|"Novice hero"
Lost adventurer2.png|"Methusalem, the goatherd"
Lost adventurer3.png|"Airship pilot"
Lost adventurer4.png|"The mechanic"
Lost adventurer5.png|"Rapunzel"
Lost adventurer6.png|"Travelling merchant"
== 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:
*Dungeon 4A: Culinary Battle.
*Dungeon 4C: Dragon teeth.
*Dungeon 5A: Undead Revenge.
*Dungeon 4A: The Ring of the Dark Lady.
Culinary Battle boss.png|The boss from 5A (Demon chef) appears in 4A with a yellow exclamation mark.
Dragon teeth old man in 4C.png|An old man appears in 4C with a yellow exclamation mark.
Undead Revenge - skeleton in 5A.png|The skeleton appears in 5A with a yellow exclamation mark.
The Ring of the Dark Lady - Dark Lady in 4A.jpg|The Dark Lady appears in 4A with a yellow exclamation mark.
Culinary Battle (in combat).png|If Demon chef is interacted with while the hero is in combat, this message appears.
Dragon teeth (in battle).png|If the old man is interacted with while the hero is in combat, this message appears.
Undead Revenge (in combat).jpg|If the skeleton is interacted with while the hero is in combat, this message appears.
Undead Revenge - bone dragon dialog.png|Prompt upon interacting with the bone dragon in 5C.
The Ring of the Dark Lady (in combat).jpg|If Dark Lady is interacted with while the hero is in combat, this message appears.
Undead revenge - demonic granite tiles (full).png|The room where both dragons appear has demonic granite tiling. Image with both dragons.
Undead revenge - demonic granite tiles (empty).jpg|The room where both dragons appear has demonic granite tiling. Image without dragons.
== Completing a dungeon ==
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 for 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).
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.
**Loses 20% of Crypto-coins (rounded up), 20% of Meteoric Iron (rounded up) and 1 Emerald tablet shard.
**Keys for locked doors are also lost.
**Equipment durability: -2.
*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..."
1C gimmick.png|The 500 MP skeleton dragon in 1C, which disappears after hero's first turn.
Bone dragon in 1C - text.png|Skeleton dragon in 1C - text.
3C boss.png|Skeleton dragon in 3C, now with much less Mental points.
== Trivia ==
*The Dungeon was inspired by Hero Quest, which was released in 1991 by Gremlin Graphics Software Ltd. 
*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 ==
*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 Dungeon (building) see Dungeon.
*For Dungeon (citadel) see Citadel.
*For forest levels see Dungeon: forest.
*For Dungeon (cave) see Dungeon: cave.
*For a comprehensive list and stats of enemies in the Dungeon see Dungeon: enemies.
*For a simulation of combat between hero and an enemy see Dungeon: combat simulator.
*For familiars see Dungeon: familiars.
== 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.
Category:Adventurers Guild
Category:Building
Category:RPG