Dungeon

Dungeon TL;DRFor a short explanation of the Dungeon and its strategy see Tips for Adventurers Guild > Dungeon.
Dungeon: RPGFor the RPG element of the Dungeon see Dungeon: RPG.
Dungeon: forestFor Dungeon (forest) see Dungeon: forest.
Dungeon: enemiesFor enemies of the Dungeon see Dungeon: enemies.

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

For the RPG element of the Dungeon see Dungeon: RPG.

For Dungeon (forest) see Dungeon: forest.

For enemies of the Dungeon see Dungeon: enemies.

Dungeon is a building in Territory. The Dungeon building makes the Dungeon tab and Cultist (Bourse section) available. The Dungeon can be upgraded to maximum lvl. 5. To build the Dungeon, character lvl. 10 is required.

*What adventurer doesn't dream of exploring a dungeon?*
Dungeon also has character level requirements:

* Dungeon lvl. 1 requires character lvl. 10.
* Dungeon lvl. 2 requires character lvl. 20.
* Dungeon lvl. 3 requires character lvl. 30.
* Dungeon lvl. 4 requires character lvl. 40.
* Dungeon lvl. 5 requires character lvl. 50.

Dungeon at lvl. 0.Dungeon at lvl. 1.Dungeon at lvl. 2.Dungeon at lvl. 3.Dungeon at lvl. 4.Dungeon at lvl. 5.

## Dungeon (levels)

 While the building is being upgraded, other features are not affected.

 You can provide resources partially.

Dungeon lvl. 1
 Unlocks/grants
 Character level required
 Other prerequisites
 Time to build
 Rewardedexperiencepoints
 50%
 75%
 100%

Dungeon lvl. 2
 Unlocks/grants
 Character level required
 Other prerequisites
 Time to build
 Rewardedexperiencepoints
 50%
 75%
 100%

Dungeon lvl. 3
 Unlocks/grants
 Character level required
 Other prerequisites
 Time to build
 Rewardedexperiencepoints
 50%
 75%
 100%

Dungeon lvl. 4
 Unlocks/grants
 Character level required
 Other prerequisites
 Time to build
 Rewardedexperiencepoints
 50%
 75%
 100%

Dungeon lvl. 5
 Unlocks/grants
 Character level required
 Other prerequisites
 Time to build
 Rewardedexperiencepoints
 50%
 75%
 100%

## Dungeon's menu

By entering the Dungeon (building) the player is either taken to the Dungeon screen (if a hero is already exploring it) or prompted with a menu.

1. **Currently selected hero.**
2. **Current Hero's parameters.** Hero's level, their  total experience,  experience needed to next level,  Health,  Energy,  Mental power capacity,  Damage,  Defense,  Action points. These parameters get updated once craftifacts are crafted, skills are learnt or equipment is equipped.
3. **Change selected hero.** Also favorite heroes can be set.
4. **Dungeon help window.** A short explanation of dungeon parameters and objectives. See gallery below.
5. **Bestiary.** A list of enemy stats by dungeon level.
6. **Skills.** This will show the skills that can be learnt or have already been learnt by the currently selected hero.
7. **Resting time and equipment currently equipped.** If hero is resting, resting time will be displayed. Equipment which is currently equipped on the hero and its duration, displayed by a grey bar (exact duration for each piece of equipment can be seen by tapping on it).
8. **Equipment and Mandra-Cola in warehouse.** This is equipment, which can be equipped onto a hero. Available amount for each piece of equipment is displayed below it.
9. **Mental power, Throwing weapons and consumables.** The first number below the item represents how many of these items can be taken into the dungeon, while the number below that one represents the total amount of that item in the warehouse. These items can be excluded from the inventory (i.e. not taken into the dungeon) by tapping on the item and then on "Exclude". To re-include the item, repeat the process tapping "Include". Also, long-tapping on the item toggles it being excluded or included. Mental power can't be excluded.
10. **Dungeon levels.** Select a level. The A levels (1A, 2A, 3A, etc.) are unlocked by upgrading the Dungeon (building), while the B and C levels are unlocked by completing the previous level (letter, not number). Also, the B and C levels will become locked again after exiting them, regardless of the result of the run (completed, escaped or knocked out). For F levels see Dungeon: forest. Upon selecting a level, the amount of Valor rewarded for completion of that level is also shown (Valor only shows in Hall of Fame).

To exit the dungeon screen, press the "<" button in the top left corner. This will "pause" the dungeon as is. This way Mental power can be acquired by solving nonograms while the hero is in the dungeon.

Dungeon help window.Exploring the dungeon - gameplay.
## Bestiary

Bestiary is a feature for the dungeon, which allows to see enemy stats/parameters, abilities and loot once an enemy has been defeated enough times. Accessible from Dungeon menu, it displays the list of discovered dungeon/forest levels. Each level has their own enemies and enemies' stats.

Each level shows the list of enemies, initially concealed. When hero defeats an enemy in dungeon/forest, the corresponding entry becomes more detailed and the image becomes better visible. Each non-boss enemy must be defeated 20 times to reveal full information. Boss enemies must be defeated 10? times to reveal full information (not yet confirmed). When an enemy is defeated said number of times, a small animation is briefly shown on the top right, portraying the rabbit at the top of the bestiary list blowing its bugle.

Animation shown when defeating an enemy for the 20th time.
The bestiary also shows special abilities:

* **S** (sneak / slip / slide) - sneaks/moves/teleports behind hero, if direct path is blocked and enemy is 2 tiles away or less.
* **D** (dash / assassin / deadly) - sneaks/moves/teleports/dashes next to hero, even if path is blocked, if enemy has line of sight and not enough Action points to reach the hero this turn.
* **C** (clone / copy / call / conjure) - when health drops below 50%, two copies of the same monster appear nearby (any new "3rd generation" summoned enemies will not summon any more minions).
* **P** (pull / lasso) - pulls the hero in, to a tile adjacent to this enemy (using either a projectile tongue, a lasso, or other similar means).
* **R** (restore protection / cunning) - every other round, regains Tactics with a value of 2.
* **V** (vampire) - if not at maximum Health, regains health after dealing damage to the hero.
* **T** (turnable / turnskin / reincarnation?) - when enemy health drops to 1 HP, it turns into another enemy, with full HP and without any previous buffs/debuffs.

Detailed view of bestiary info progression.Fast animation of bestiary progression.
For non-boss enemies:

* Enemy defeated 0 times: no info.
* Enemy defeated 1 time: silhouette shown; Tactics value revealed (if any).
* Enemy defeated 5 times: XP value revealed; some abilities revealed (without their value): Ranged attacks, Spiderweb, (maybe more?).
* Enemy defeated 10 times: Health value revealed; Action points value revealed; Loot revealed.
* Enemy defeated 15 times: Damage value revealed; abilities values revealed.
* Enemy defeated 20 times: all stats revealed.

For boss enemies:

* Enemy defeated 0 times: no info.
* Enemy defeated 1 time: silhouette shown; Tactics value revealed.
* Enemy defeated 10? times: all stats revealed.

New button in dungeon menu.Level selection.No information at all.First blood spilled - enemy's silhouette shown.More enemies defeated - statistics not yet known.One enemy fully disclosed.Other enemies partially revealed.
5A boss appears in weaker version in 5B and 5C. While doing 5C run, this enemy has been unlocked with "5B" mark.Level boss apparently needs to be defeated 10 times to become fully disclosed.
## Heroes

There are 20 heroes to choose from, before going into the dungeon. These heroes only differentiate between each other in how they look, otherwise they have the same parameters at the start, level up the same way and have same parameters at same levels. The reason the player would choose a different hero, would be because other heroes are resting.

Sound of using Mandra-Cola.

Each hero has a *level* which is shown in the circle at the top right corner of the dungeon.
To complete the *N*th level, the hero must gain *N* \* 1,000 experience in a dungeon.
This means that the *N*th level ends when *N* \* (*N* + 1) \* 500 total experience is collected.
The experience required to the next level can be calculated by the *N* \* (*N* + 1) \* 500 - *XP* formula, where *XP* is the current experience of the hero.
(This is similar to character levelling.)

After hero reaches level 26, the player gets rewarded. Note that for reaching level 26, Emerald tablet is required. After reaching higher levels, the rewards stay the same, except for Valor (+10 per level) - level 27 = 270 Valor, level 28 = 280 Valor. Below are listed the rewards:

* Valor x 260 (+10 Valor per level above 26)
* Ruby x 1
* Throwing knife x 3
* Greek grenade x 1
* Meteoric Iron x 10
* Soy sauce x 1
* Potion of healing lvl. 2 x 1
* Ancient page x 5

Hero's parameters at lvl. 1:

* 20
* 30
* 80
* 5
* 2
* 4
* Throwing radius: 3
* Trap detection: 30%
* Experience: 0

Every level hero gains some extra stats:

* +1
* +1
* +10

Other modifiers:

* Skills (buffs only one hero)
	+ Throwing (2 levels):
		- Throwing radius: +1 (requires hero lvl. 3)
		- Throwing radius: +1 (requires hero lvl. 6)
		- Throwing radius: +1 (requires hero lvl. 15)
	+ Traps (2 levels):
		- Trap detection: +30% (requires hero lvl. 3)
		- Trap detection: +30%, also lowers cost of trap detection to 2 MP (requires hero lvl. 9)
	+ Martial arts (3 levels):
		- +1 (requires hero lvl. 9)
		- +1 (requires hero lvl. 15)
		- +1 (requires hero lvl. 21)
	+ Hardening (2 levels):
		- +1 (requires hero lvl. 12)
		- +1 (requires hero lvl. 18)
	+ Agility (1 level):
		- +1 (requires hero lvl. 15)
* Equipment (buffs only one hero)
	+ Equipment lvl. 1 (requires hero lvl. 5):
		- Sword for a hero lvl. 1:  +3
		- Armor for a hero lvl. 1:  +2
		- Shield for a hero lvl. 1:  +1
		- Ring for a hero lvl. 1:  +1
	+ Equipment lvl. 2 (requires hero lvl. 10):
		- Sword for a hero lvl. 2:  +5
		- Armor for a hero lvl. 2:  +4
		- Shield for a hero lvl. 2:  +2
		- Ring for a hero lvl. 2:  +2
	+ Equipment lvl. 3 (requires hero lvl. 15):
		- Sword for a hero lvl. 3:  +7
		- Armor for a hero lvl. 3:  +6
		- Shield for a hero lvl. 3:  +3
		- Ring for a hero lvl. 3:  +3
	+ Equipment lvl. 4 (requires hero lvl. 20):
		- Sword for a hero lvl. 4:  +9
		- Armor for a hero lvl. 4:  +8  +1  +10
		- Shield for a hero lvl. 4:  +4
		- Ring for a hero lvl. 4:  +4
		- Ring for a hero lvl. 4+:  +4  +5
* Craftifacts (buffs all heroes)
	+ Trigonometry:  +120
	+ Emerald tablet: +5 max hero level
		- +5
		- +5
		- +50
	+ Dagger: +5% critical strike chance
	+ Helmet:  +5

Hero's parameters at maximum level (26) with every buff:

* **50** (40[level] + 10[craftifacts])
* **70** (50[level] + 5[craftifacts] + 15[equipment])
* **450** (280[level] + 170[craftifacts])
* **22** (5[level] + 3[skills] + 14[equipment])
* **16** (2[level] + 2[skills] + 12[equipment])
* **5** (4[level] + 1[skills])
* Throwing radius: **6** (3[level] + 3[skills])
* Trap detection: **90%** (30%[level] + 60%[skills])
* Experience: **325,000**

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

Hero 1: Steel Helmet, the Knight.Hero 2: the Morning Star.Hero 3: the Potions Pandit.Hero 4: the Rugged Raconteur.Hero 5: the Ochre Hunter.Hero 6: the Green Enchantress.Hero 7: the Ironclad Maiden.Hero 8: Ravenlord.Hero 9: the Herbs Huntress.Hero 10: the Fiery Sorceress.Hero 11: the Wizened Wizard.Hero 12: Master Redbeard the Younger.Hero 13: the Purple Druidess.Hero 14: the Ruthless Rogue.Hero 15: Isabeau, Falcon Mistress.Hero 16: Master Redbeard the Elder.Hero 17: the Dagger Dancer.Hero 18: Tim, the Shaman (not Necromancer).Hero 19: Hercules, the mighty hero.Hero 20: "Mad Tina Turner".
### Favorite heroes

The "Favorites" section allows to sort heroes in any order set by the player (first hero added -> first place, second hero added -> second place, etc.). Favorite heroes can be set by tapping on the  empty favorite icon. This then adds the hero to the "Favorites" section (indicated with the  favorite icon). There's no limit how many heroes can be in "Favorites". While in "All" section heroes can be removed from favorites by tapping on the favorite icon.

The purple druidess is set as "favorite" (in "All" section), while other heroes aren't.The purple druidess in "Favorites" section.Multiple heroes set as favorites (in "Favorites" section).
### Hero skills

Hero skills are skills, which help the hero in the dungeon. These skills need to be learnt for every hero. To access hero skills select "Skills" in the dungeon's menu. There are 15 skills.

List of skills:

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

 Effect
 Activationcost
 Requires
 Learningcost

## Dungeon inventory

The inventory in the Dungeon tab shows the items which the next hero will take into the dungeon as supply (bigger top number). The items are automatically transferred from the "regular" warehouse inventory (bottom number) and filled up to maximum. After returning from the dungeon not used items are returned. The player doesn't lose these items upon becoming unconscious (being defeated). If a hero returns with items, which would exceed storage capacity, the items are converted to (character not hero) experience points. There is a total of 26 items that can be taken into the dungeon.

The player can long tap items in inventory to see, what they give and cost (some items (see consumables) might consume Action points, which is not shown by long tapping). Items can also be excluded from being taken into the dungeon by tapping on them and tapping "Exclude" or long tapping. Excluded items are saved per hero, so they don't have to be excluded every time upon entering a level.

(1)The amount of Mental power that can be taken into the dungeon depends on hero level and other boosts. For more information see Mental power.

### Equipment

Equipment are items, which can be equipped on a hero and increases Damage or Defense.

Equipment cannot be removed, but can be replaced with more powerful one. When replacing, the current equipment is lost.

All equipment has a durability, which is reduced by 1 with every trip to the dungeon.

If the hero gets knocked unconscious, durability is reduced by 2.

If there is equipment available that can be equipped when the player wants to enter a dungeon, a prompt will remind them of this:
*"You have unequipped equipment."*

Note: Shield for a hero lvl. 4:

* *Chance to deal counter damage (10%).*
* *Applied against melee attacks only.*
* *Damage = 3-5, but no more than 25% of foe's max Health.*
* *Foe's defense is ignored.*
* *Counter attack can't kill, i.e. hp will not drop below 1.*

For every group of equipment, a technology can be learnt to increase durability.

* *Weapon grease* for swords (see Smithy).
* *Strong glue* for shields (see Workshop).
* *Strong rivets* for armor (see Tailor).
* *Galvanization* for rings (see Alchemist's Hut).

### Throwing weapons

Throwing weapons are items that can be used in the dungeon, which can be used to kill or help to kill enemies from range by throwing them on or near enemies.

* Throwing knife
* Greek grenade
* Madness grenade
* Throwing net
* Mechanical spider

The throw distance of weapons is 3 tiles from the hero, but can be increased by 1 tile with each level of *Throwing* to a maximum of 6 tiles. Throw range is not fully a square, one tile on every diagonal is "cut off". The hero can usually not throw through walls (depends on the position of the hero). Weapons can not be thrown on protected enemies (*Tactics*), non-interactable or objects, which are not highlighted in orange. Throwing costs 4 Action points and 1 Energy. Weapons can only be thrown while in combat.

Tip: If the player decides to not throw the selected weapon, they can deselect it.

Throwing a weapon:

1. Enter combat.
2. Select a weapon in hero's inventory. The tiles in range will be highlighted in orange.
3. Select a tile highlighted in orange.

### Consumables

Consumables are items that can be used in the dungeon, which increase Health, Energy or Mental power. When a hero is in the dungeon, new items can **not** be added to hero's inventory - they can only be added before going into the dungeon. If they are consumed during combat they cost 2 Action points. If they are used outside combat, they don't have a cost (besides the item consumed). Most of the food items can be crafted in the Food Stall. Most of the potions can be crafted in the Alchemist's Hut.

#### Consumables (notes)

* Ultraviolet Cherry and Mushroom can be found in Dungeon, but cannot be brought in with the rest of items; only the ones found in the current exploration are available.
* Potion of healing can also be acquired in Bourse by watching ads.
* Mental power can be acquired by solving nonograms while hero is not in the dungeon.
* Poke's defense and Potion "Berserker rage"'s damage and action potions only lasts until the end of combat or until new enemies are encountered, whichever comes first. The buffs can stack.
* Potion "Ambrosia" is automatically consumed once the hero drops to 0 health.

## See also

* For more information about buildings in general see Territory.
* For a short explanation of the Dungeon and it's strategy see Tips for Adventurers Guild > Dungeon.
* For the RPG element of the Dungeon see Dungeon: RPG.
* For enemies in the Dungeon see Dungeon: enemies.
* For forest levels see Dungeon: forest.

## Trivia

The bestiary shows a medieval rabbit playing a trumpet. [The meaning of this image needs more research.]