Maps, Dungeons, and Orbs

Maps and dungeons are an integral part of Lyrania and very good for those with the heart of a treasure hunter. There are two ways to find a dungeon to explore: 1.) Use a map that you find while looting the corpse of a boss you and your compatriots have defeated or that you have bought off the market/traded for with a fellow Lyranian, and 2.) randomly stumble across a dungeon whilst fighting mobs and questing.

Dungeon Basics
Map Sizes
Difference in Map Quality/Dungeon Types
Dungeon Difficulty

* Normal Room Mobs vs. Challenge Room Mobs

Dungeon Points
Orbs
Chance for Finding Dungeons
Personal Map Chest Contents

#### **Dungeon Basics**

Dungeons are a grid of rooms that you will navigate to eventually find a chest. In each room, you have the chance to encounter monsters, find loot such as gems, jade, or money, or just find an empty room. Every dungeon is different, in regards to where you start, where the chest and exit are (will be the same room), or what you will find in any given room. While you are fighting your way though the dungeon, you will accumulate Dungeon Points. One point is earned for each mob that you kill. You are also awarded bonus points if you use the exit (room with the chest in the middle of the room), rather than using the "Abandon Dungeon" button that appears in the upper right. You should really only use this option if you use a map that is beyond your character's abilities by accident. But the more rooms you clear, and the more mobs you kill (up to 100% of each) will earn you even more bonus Dungeon Points.

For each room that has mobs to fight, there is a random number between 10 and 20 to kill (excluding Challenge Rooms which have more). Once you enter a room with monsters in it (when you click on an adjacent room, it will tell you whether there are mobs in it or not before entering), you will not be able to leave that room until each mob has been killed. Along with normal rooms with mobs, there are rooms that have quite a few more mobs to fight, and harder mobs as well. These are called Challenge Rooms and will be denoted by a bold, red number of how many mobs there are in the room. Challenge Room mobs are 10-15% higher in level than the mobs you will encounter in a normal room. And as for the amount of mobs in Challenge Rooms, that is random between 50 and 80.

Not every dungeon you encounter will have a Challenge Room, this is also randomly determined. But if you are able to find a dungeon that has 1 or more Challenge Rooms, for each one you complete, you earn another 5% bonus Dungeon Points (i.e. if the Dungeon has two Challenge Rooms and you clear both of them, that is 10% bonus Dungeon Points). Along with the Challenge Room (CR) bonuses, you can earn up to 10% bonus for clearing all the rooms in the dungeon, and another 10% for killing every mob. So even if you find a dungeon that has no CR's, if you go through the entire dungeon clearing each room (a room is not cleared until you have discovered everything in it) and kill every mob, you will earn an extra 20% Dungeon Points, as long as you click the "Leave Dungeon" button in the exit room. If the exit room happens to be the first room you encounter, make sure to open the chest to see what reward you find, but you can come back to that room after clearing the rest.

If one finds themselves struggling to defeat the hordes of mobs that are standing between them and dungeon domination, one can use the handy Leave Dungeon button in the upper left as shown here  at the top of their dungeon screen. Do not click abandon if you want to reenter the dungeon later. To reenter the dungeon later, simply choose the dungeon you want and click the Go button on the battle screen  .

Note: Challenge rooms are optional and NEVER contain the chest.

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#### **Map Sizes**

Map(1), map(2) - 3x3, 8 rooms
Map(3), map(4) - 4x4, 15 rooms
Map(5), map(6) - 5x5, 24 rooms
Map(7), map(8) - 6x6, 35 rooms
Map(9), map(10) - 7x7, 48 rooms
Map(11), map(12) - 8x8, 63 rooms
Map(13), map(14) - 9x9, 80 rooms
Map(15), map(16) - 10x10, 99 rooms
Map(17), map(18) - 11x11, 120 rooms
Map(19), map(20) - 12x12, 143 rooms
Map(21), map(22) - 13x13, 168 rooms
Map(23), map(24) - 14x14, 195 rooms
Map(25), map(26) - 15x15, 224 rooms

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#### **Difference in Map Quality/Dungeon Types**

There are three kinds of maps that you can find or buy/trade: Tattered, Normal, or Detailed. All three of these kinds of maps are available for each of the seven types of dungeon: Cave, Forest, Tower, Tomb, Castle, Hell Steppes, and Sky Fortress (easiest to hardest). The maps that you can have will be stored in your Inventory (located in the Battle drop down) until you either use them or sell/trade them. This means that you can go through those corresponding dungeons at any time, where as you must enter a randomly-found dungeon or bypass it and continue fighting mobs/questing. But each type of dungeon (we will discuss Cave for these examples), you can have a Tattered map, normal map, or Detailed map. Cave is the easiest of the 7 types you will encounter. A Tattered Map to the Cave will lead you to a Level 1 Cave (easiest of the Cave dungeons). A Map to the Cave will lead you to a Level 2 Cave, and a Detailed Map to the Cave will lead you to a Level 3 Cave. You can tell what level dungeon you will find by the number in parenthesis. They will show as the following: Tattered Map to the Cave (1), Map to the Cave (2), and Detailed Map to the Cave (3). But the quality of map also determines the chance to find an orb in the chest of the dungeon. The better quality map (and higher level of dungeon for that type) will give you a higher chance for an orb.

Each type of dungeon (Cave, Forest, etc) also drops a different type of orb. Cave dungeons have Poor orbs, Forest dungeons have Decent orbs, Tower dungeons have Fine orbs, Tomb dungeons have Quality orbs, Castle dungeons have Flawless orbs, and The Hell Steppes, Sky Fortress, Fire Swamp, and Shadow Crypt dungeons have Exquisite orbs.. For more information on orbs, click here.

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#### **Dungeon Difficulty**

Dungeon difficulty is based on two things: 1.) The number in parenthesis within the name of a map, or 2.) The mob you are currently fighting and the area it is located (for randomly-found dungeons). Maps are currently numbered 1-24, with 1 being the easiest and 24 the hardest. The number in the name of a map correlates to the area you would want to be through at least half way to use that map. The base mob in a dungeon is equally difficult to the mob halfway through its area. For example, Earth Elementals are the mob halfway through Area 1, so the normal mobs in a Level 1 dungeon (or using a Tattered Map to the Cave (1)) will be equal to an Earth Elemental, although the names of mobs in dungeons are different than mobs you quest on. There are no changes in difficulty for normal mobs in a dungeon, other than the names that will show as you fight them.

Challenge Room mobs have a randomly higher level than their normal mob counterparts, and are a higher level by 10-15%. If you are not sure whether you can defeat the mobs in a Challenge Room for a given dungeon there is a process you can follow to determine how hard they will be (or you can ask fellow Lyranians that have encountered them as well). But to figure it out on your own, you will need to know the following: 1.) How many mobs there are in the area the dungeon corresponds to, and 2.) Basic math.

For each area, no matter how many mobs it has, there are 80 levels between the first and last mob of that area (Exceptions - Area 14 and up. Area 14 has 240 levels and Area 15 has 400 levels. Areas above 15 are even more spread.). For example, Area 2 has 32 mobs. To determine how many levels separate mobs, you would take 80 levels and divide by the 32 mobs to get 2.5 levels per mob. And because there are 80 levels per area, we know that the last mob of a given area is equal to 80 times that area's given number. And so, the level of the last mob in Area 2 would be 160. But to figure out how hard Challenge Room mobs will be, you need to know the level of the mob halfway though the area for that dungeon. So to determine that, you need to add 40 levels to the previous area's last mob level (80 for Area 1) to get Level 120 for the mob halfway through Area 2. You then multiply this Level by 0.1 (10%) and 0.15 (15%) and then add those results to Level 120 to see the range of level you can encounter in a Challenge Room for that Dungeon. For Area 2, that would mean you could see anywhere from a Level 132 (Level 120 x 0.1 = 12 levels + Level 120 = Level 132) and a Level 138 mob (Level 120 x 0.15 = 18 levels + Level 120 = Level 138). If you want, since you know the level of the mob halfway through the area, and the level of the last mob in the area, you can eyeball it to guesstimate which mobs you will see the equivalents of in Challenge Rooms. Otherwise you can use the number of levels per mob in the area (2.5 levels per mob for Area 2) to see how many mobs higher than the base mob those Challenge Room mobs get. Easy formula for that would be 12 levels / 2.5 levels per mob = 4.8 (rounded to 5) mobs higher for 10% (12 levels higher, as shown above) and 18 levels / 2.5 levels per mob = 7.2 (rounded to 7) mobs higher for 15%. So you would just need to count down the mob list from the halfway mob the determined number of mobs to see how hard they are.

* Normal Room Mobs vs. Challenge Room Mobs
	+ Level 1 Dungeon Mobs - Normal Room Equivalent: Earth Elemental HP: 268,800 (A1) / **Challenge Room Equivalent: Flying Spaghetti Monster HP: 2,338,340**
	+ Level 2 Dungeon Mobs - Normal Room Equivalent: Corporal HP:7,603,200 (A2)
	/ **Challenge Room Equivalent: Marshal HP: 19,557,028**
	+ Level 3 Dungeon Mobs - Normal Room Equivalent: Gorosaurus HP: 37,354,765 (A3) / **Challenge Room Equivalent: Gigan HP: 68,027,942**
	+ Level 4 Dungeon Mobs - Normal Room Equivalent: Death Iguana HP:105,369,600 (A4) / **Challenge Room Equivalent: Bone Melting Meme HP: 165,380,805**
	+ Level 5 Dungeon Mobs - Normal Room Equivalent: Steel-legged Octopus HP: 233,280,000 (A5) / **Challenge Room Equivalent: Mystical Mind Mollusk HP: 335,302,245**
	+ Level 6 Dungeon Mobs - Normal Room Equivalent: Flower Child HP: 442,956,800 (A6) / **Challenge Room Equivalent: Anal Admin HP: 604,692,907**
	+ Level 7 Dungeon Mobs - Normal Room Equivalent: Cubicle Lurker HP: 759,283,200 (A7) / **Challenge Room Equivalent: Corrupt Company-Owning Billionaire HP: 994,024,236**
	+ Level 8 Dungeon Mobs - Normal Room Equivalent: Pyroraptor HP: 1,209,600,000 (A8) / **Challenge Room Equivalent: Nanosaurus HP: 1,534,733,870**
	+ Level 9 Dungeon Mobs - Normal Room Equivalent: Ernie HP: 1,815,671,666 (A9)
	/ **Challenge Room Equivalent: Dirty Old Man HP: 2,248,832,166**
	+ Level 10 Dungeon Mobs - Normal Room Equivalent: Hitman Assassin HP: 2,633,856,000 (A10) / **Challenge Room Equivalent: King Brochinia HP: 3,186,318,886**
	+ Level 11 Dungeon Mobs - Normal Room Equivalent: Greasy Hotdog HP: 3,674,764,800 (A11) / **Challenge Room Equivalent: Creepy Store Owner HP: 4,376,306,182**
	+ Level 12 Dungeon Mobs - Normal Room Equivalent: Lara Croft HP: 4,983,603,200 (A12) / **Challenge Room Equivalent: Mario HP: 5,875,829,044**
	+ Level 13 Dungeon Mobs - Normal Room Equivalent: Emperor Andross HP: 6,600,000,000 (A13) / **Challenge Room Equivalent: Mother Brain HP: 7,693,289,398**
	+ Level 14 Dungeon Mobs - Normal Room Equivalent: Ardent HP: 10,926,272,000 (A14) / **Challenge Room Equivalent: Archmage HP: 15,591,783,483**
	+ Level 15 Dungeon Mobs - Normal Room Equivalent: Cave Troll HP: 30,138,300,928 (A15) / **Challenge Room Equivalent: Ancient Dragon HP: 45,794,918,400**
	+ Level 16 Dungeon Mobs - Normal Room Equivalent: Void Imp HP: 94,730,342,400 (A16) / **Challenge Room Equivalent: Truth Of The Void HP: 181,193,845,145**
	+ Level 17 Dungeon Mobs - Normal Room Equivalent: Thing At The Heart Of Dead Suns HP: 332,497,101,983 (A17) / **Challenge Room Equivalent: Thing That Ends All Things HP: 553,990,679,436**
	+ Level 18 Dungeon Mobs - Normal Room Equivalent: Diabolical Donskoy HP: 865,442,125,296 (A18) /**Challenge Room Equivalent: Satanic Singapura HP: 1,298,331,275,212**
	+ Level 19 Dungeon Mobs - Normal Room Equivalent: Wolverine HP: 1,940,094,767,435 (A19) / **Challenge Room Equivalent: Ellen Ripley HP: 2,785,246,339,550**
	+ Level 20 Dungeon Mobs - Normal Room Equivalent: Hoder HP: 3,065,541,084,126 (A20) /**Jormungandr HP: 3,402,173,687,263**
	+ Level 21 Dungeon Mobs - Normal Room Equivalent: Kitty Kat HP: 3,750,295,667,611 (A21) / **Challenge Room Equivalent: Winterfresh Wizard HP: 4,095,797,470,784**
	+ Level 22 Dungeon Mobs - Normal Room Equivalent: Muscular Brute HP: 4,497,211,120,415 (A22) /**Challenge Room Equivalent: Count Tyrone Rugen HP: 4,943,861,209,445**
	+ Level 23 Dungeon Mobs - Normal Room Equivalent: Lack of Maps HP: 5,410,311,531,627 (A23) / **Challenge Room Equivalent: A Gem Drop During Jade Rain HP: 5,911,656,092,761**

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#### **Dungeon Points**

As mentioned above, Dungeon Points are amassed by killing mobs in each room you encounter. You earn 1 point for each mob killed. Once you are ready to leave the dungeon (whether you've cleared all the rooms and killed all the mobs or not), in the room with the chest is the "Leave Dungeon" button. Only by clicking this button are you entitled to any of the bonus points previously mentioned. You do not need to kill all the mobs or clear all the rooms in order to earn these bonus points though. You will be given a percentage of the 10% bonus you can earn for each, based on what percentage of mobs you killed out of the total in the dungeon, or what percentage of rooms you cleared out of the total rooms in the dungeon (or percentage of Challenge Rooms cleared, etc). Along with the dungeon points earned for the dungeon you are in (shown on the left-hand side of the dungeon), you will see how many total dungeon points you currently have on your person at the top of the dungeon screen. You can also see how many total dungeon points you have earned while traversing dungeons on the Rankings link in the upper-right of your screen. But these points ONLY count what you earn for killing mobs in dungeons and bonus points after leaving. Any points earned from selling orbs or promos do not count towards the Rankings. Whether you have Dungeon Points or not, you can check out the Dungeon Shop (found in the Battle drop down) to see what you can spend these points on. You can either spent these points on the different quality orbs for upgrading equipment or purchase a mystery box.

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#### **Orbs**

Orbs are used to upgrade a piece of equipment (weapon and/or armour). Each upgrade increases the power of that selected piece by 20%. This 20% is lingering, i.e., it scales no matter how many times you upgrade/downgrade of the weapon/armour. For example, if a Poor Orb is used on a weapon at 20, you'd get a bonus of 38, for a total of 271 power. However, if that same weapon is now 40, you get a bonus of 156, so 1093 total power. These bonuses you get from the orbs socketed in your equipment can be seen in parentheses if you click it (as if to upgrade). Orbs can be used from your inventory by navigating to the orbs tab (between maps and consumables) and selecting a piece of equipment that does not yet have an orb of that tier in it yet. Once an orb is used on a piece of equipment, it is consumed, and you must now find/buy another.

There are 10 types of orbs: Poor, Decent, Fine, Quality, Flawless, Exquisite Crystalline, Prismatic, Chromatic, and Perfect. You can only use one type of orb per piece of equipment (i.e. you cannot use more than one Poor orb on your W1). Also, you must upgrade your equipment in the order listed above. You cannot upgrade a Poor weapon with a Flawless orb. Poor orbs upgrade Shoddy equipment (default quality), Decent upgrade Poor, etc. Eventually, you may have all your equipment upgraded to Poor, but still find Poor orbs. In that case, you can sell orbs back to the Dungeon Shop for half the price they cost to purchase. Orbs are sold through your Inventory.

Orbs of rarities greater than exquisite cannot be found in chests, instead having to be purchased from the dungeon shop. Don't be intimidated by those large numbers, persevere and you can have a full set of Perfect Orbs some day!

Costs for orbs if purchasing from the Dungeon Shop:
Poor Orb - 1,000 Dungeon Points
Decent Orb - 3,000 Dungeon Points
Fine Orb - 9,000 Dungeon Points
Quality Orb - 27,000 Dungeon Points
Flawless Orb - 81,000 Dungeon Points
Exquisite Orb - 243,000 Dungeon Points
Crystalline Orb - 729,000 Dungeon Points
Prismatic Orb - 2,187,000 Dungeon Points
Chromatic Orb - 6,561,000 Dungeon Points
Perfect Orb - 19,683,000 Dungeon Points

**A guild that has activated any Amorbs will have a discount on orbs purchased from the dungeon point shop. The discount rate is sqrt(Amorbs)/100. Getting a 10% discount would require 100 Amorbs to be activated.**

#### **Chances for Orbs in Dungeons**

Level 1 Cave - 20% (Poor)
Level 2 Cave - 40% (Poor)
Level 3 Cave - 60% (Poor)
Level 4 Forest - 10% (Decent)
Level 5 Forest - 20% (Decent)
Level 6 Forest - 30% (Decent)
Level 7 Tower - 6.67% (Fine)
Level 8 Tower - 13.33% (Fine)
Level 9 Tower - 20% (Fine)
Level 10 Tomb - 5% (Quality)
Level 11 Tomb - 10% (Quality)
Level 12 Tomb - 15% (Quality)
Level 13 Castle - 4% (Flawless)
Level 14 Castle - 8% (Flawless)
Level 15 Castle - 12% (Flawless)
Level 16 Hell Steppes - 3.33% (Exquisite)
Level 17 Hell Steppes - 6.67% (Exquisite)
Level 18 Hell Steppes - 10% (Exquisite)
Level 19 Sky Fortress - 11.36% (Exquisite)
Level 20 Sky Fortress - 11.73% (Exquisite)
Level 21 Sky Fortress - 12% (Exquisite)
Level 22 Fire Swamp - 12.22% (Exquisite)
Level 23 Fire Swamp - 12.41% (Exquisite)
Level 24 Fire Swamp - 12.58% (Exquisite)
Level 25 Shadow Crypt - ?% (Exquisite)
Level 26 Shadow Crypt - ?% (Exquisite)
Level 27 Shadow Crypt - ?% (Exquisite)

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#### **Chance for Finding Dungeons**

Once you are fighting Earth Elementals or harder mobs (the halfway mob in Area 1), you will now have the chance to start finding random dungeons while questing/killing mobs. The Level of dungeon you find is completely dependent on the mob you are currently fighting. Level 1 Caves (what you would find using a Tattered Map to the Cave (1)) would be found fighting any mob between Earth Elementals (halfway mob in Area 1) and Corporals (halfway mob in Area 2). If you are fighting Corporals, then you would find a Level 2 Cave (what you would find using a Map to the Cave (2)). (To see which mobs start a new Level dungeon from Area to Area which are bolded in red, click here)

The chance to finding a dungeon also changes with the level of dungeon you can find. For the first dungeon (Earth Elementals-Corporals) the base chance to finding a random dungeon is 1 in 25000 (theoretically 1 in every 25,000 kills, but definitely not guaranteed). Each Level increase lowers the chance to find one by 1/12500 (so the chance to find a Level 2 Cave is 1/37500, Level 3 is 1/50000, etc). But to help offset these lower chances, people can upgrade their Archaeology. 100% Archaeology would give someone in the Level 1 Cave area double the odds in finding a dungeon (100% = 2/25000 = 1/12500). But again, these chances are still random. You are in no way guaranteed to find more dungeons by increasing your Archaeology, you just have better odds to do so.

Level 1 Cave - 1 in 25,000
Level 2 Cave - 1 in 37,500
Level 3 Cave - 1 in 50,000
Level 4 Forest - 1 in 62,500
Level 5 Forest - 1 in 75,000
Level 6 Forest - 1 in 87,500
Level 7 Tower - 1 in 100,000
Level 8 Tower - 1 in 112,500
Level 9 Tower - 1 in 125,000
Level 10 Tomb - 1 in 137,500
Level 11 Tomb - 1 in 150,000
Level 12 Tomb - 1 in 162,500
Level 13 Castle - 1 in 175,000
Level 14 Castle - 1 in 187,500
Level 15 Castle - 1 in 200,000
Level 16 - Hell Steppes - 1 in 212,500
Level 17 - Hell Steppes - 1 in 225,000
Level 18 - Hell Steppes - 1 in 237,500
Level 19 - Sky Fortress - 1 in 250,000
Level 20 - Sky Fortress - 1 in 262,500
Level 21 - Sky Fortress - 1 in 275,000
Level 22 - Fire Swamp - 1 in 287,500
Level 23 - Fire Swamp - 1 in 300,000
Level 24 - Fire Swamp - 1 in 312,500
Level 25 - Shadow Crypt - 1 in 325,000