Dungeon: RPG

Dungeon TL;DRFor a short explanation of the Dungeon and it's strategy see Tips for Adventurers Guild > Dungeon.
DungeonFor Dungeon (building) see Dungeon.
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 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'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.

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  information icon shows instead of hero's level.
3. **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.
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  Health,  Energy and  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  "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 - information.Tile tapping mode enabled; small vases tile is selected.Spider is behind cage - almost impossible to hit it without activating tile-tapping mode.Hero stats when pressing on the level icon.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 then 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.

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.

Hero deals 4 damage (regular hit) to Kraken. Kraken deals 5 damage (Critical Strike) to hero.Hero receives 2 damage (regular hit), then 5 damage (Critical Strike) from Cultist.
## 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 must then have one hero inside, while solving puzzles in order to collect MP.

### 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 (+20%) or Smoothie (+40%), increase MP gained from the puzzle solved, but not experience. Only one of these five 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.

* 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.

## 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:

Kraken (hides in Big Barrel).Beetle (hides in Big Vase).Spider (has Spider web).Scorpion.Samurai (has 4 AP).Cobra (sneaks past enemies to get behind hero).Blue Monk (has 3 MP barrier).Cultist (boss, has 15 MP barrier).
## 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.

Traps can be in "pebbled" tiles, both in corridors or in rooms (found in 1A and deeper).Trap after being triggered.Trap detected by hero before triggering it.Trap that has been disarmed by hero.
Trap can be in "stone slab" tiles, both in corridors or in rooms (found in 4A and deeper).Trap after being triggered.Trap detected by hero before triggering it.Trap that has been disarmed by hero.
Trap can be in "demonic granite" tiles, both in corridors or in rooms (found in 5A and deeper).Trap after being triggered.Trap detected by hero before triggering it.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.
	+ 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 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 / exit.Wooden door.Brick door (walled-up door).Puzzle-lock door.Keylock door.Pushing this lever opens the secret door.Secret door.Mist door.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 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.

Knight (1 tile).Rocks (1 tile).Lamp (1 tile).Rock stairs (1 tile).Skull tower (1 tile).Table (1 tile).Bookshelf (1 tile).Chair (1 tile).Fireplace (1 tile).Cage (1 tile).Book podium (1 tile).Ultraviolet cherry tree - picked (1 tile).Mushrooms - picked (1 tile).Pillar (1 tile).Barrels (2 tiles).Tomb (2 tiles).Bookcase (2 tiles).Table and chairs (4 tiles).
Some object become invisible/collapse when hero comes closer.

Cage going invisible/collapses when hero comes closer.Pillar going invisible/collapses when hero comes closer.Ladder 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.

Wall.Brick stones (can no longer be found).Stone bricks (only found in corners).Stone brick wall (usually found in pairs).Banner.Drain hole.Floor drain.Fetter.Hole in the wall.Arched opening with a knight statue.Arched opening with skulls.Timbering.Torch.Web (only found in corners).Pillar.Wall crack.Ladder (interactable).
### Floor tiles

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

Stone tile.Stone tile (irregular).Granite tile.Pebbles tile (may contain a trap).Pebbles tile with rocks (is walkable).Slate tile.Wood tile.Grass tile.Sewerage tile (is not walkable).Bones tile (is not walkable).Stone slab tile (may contain a trap). Found only in level 4 and 5.Blue slate tile.Grating tile.Demonic granite tile (may contain a trap). Found only in level 5.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.

Blue room (cleared).Rat room with 5 Kobolds.Bone pit with Imp and bone tiles.Crypt with Nosferatu and coffins.Mushroom grove with Mushroomonster and Mushroom patches.Mushroom grove with Mushrooyoungsters and no Mushrooms.Cherry orchard with Treenemy and Ultraviolet Cherry trees.Butchery with Butcher and skeletons in cages.Abandoned library with Hooded cultist and bookshelves, tables, and chairs.Isolation ward with Duplicating demon and no objects.Sewerage room with Snotling warlord, Green slime and sewerage tiles diving the room.Lava room (cleared). Better image wanted.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.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])

Skull.Running man.Ring.Helmet.Ghost.Evil Skull.Sword.Jellyfish.Bat.Phoenix.Scorpion.
### 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).

Great hall (sometimes there are only 3 pillars).Pit room. Some tiles in the middle are missing.Tainted pool. Sometimes sewerage tiles are placed in different shapes - usually like this.A room with 3 pillars.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 entered via ladder.Secret room entered via ladder (cleared).Secret room entered via trap door.
## Lost adventurers

From dungeon 3B and deeper the player will find characters/adventurers (every level contains one). 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. Items given are:

* Potion of healing
* Potion of healing lvl. 2
* Potion of energy
* Potion "Ambrosia"
* Catacombs map fragment

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.

Pop up when hero interacts with a lost adventurer.Pop up when hero interacts with a lost adventurer, but the hero is in combat.Pop up when hero interacts with a lost adventurer, before the lost adventurer turns into an enemy.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.

"Junior hero""Methusalem""Airship pilot""The mechanic""Rapunzel""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.

The boss from 5A (Demon chef) appears in 4A with a yellow exclamation mark.An old man appears in 4C with a yellow exclamation mark.The skeleton appears in 5A with a yellow exclamation mark.The Dark Lady appears in 4A with a yellow exclamation mark.If Demon chef is interacted with while the hero is in combat, this message appears.If the old man is interacted with while the hero is in combat, this message appears.If the skeleton is interacted with while the hero is in combat, this message appears.Prompt upon interacting with the bone dragon in 5C.If Dark Lady is interacted with while the hero is in combat, this message appears.The room where both dragons appear has demonic granite tiling. Image with both dragons.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 include:

* 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 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 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..."*
The 500 MP skeleton dragon in 1C, which disappears after hero's first turn.Skeleton dragon in 1C - text.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. [1]
* Green action points 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.

## See also

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

## 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.