Dungeon

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Dungeons are strange-named non-instanced structures hosting some type of mid to end-game combat trial, which can be attempted by anyone who dares to enter, but can be conquered by only the strong.

Descending inside this sinister lair Brave Hearthlings can discover very tough versions of normal enemies, various rooms with puzzles and treasures, as well as potentially a mighty boss at the very end, which will grant one rare treasure, one Heart Container or Small Heart Container and a permanent buff in the form of a Lore Event once defeated. After boss has been defeated, the Dungeon will rumble fiercely and adventurers within should flee, afterwards the Dungeon collapses permanently destroying itself and a new Dungeon will appear somewhere in the world.

Hearthlings cannot hearth home while inside a True Dungeon, even if KOed, only choice of escape is to wait off KO timer and then sprint for the exit. For this reason you should not attempt True Dungeons alone unless absolutely sure you tower over the enemies' strength. Mini dungeons hold no such power and can be freely hearthed home from, KOed or standing.

The first room of True Dungeons are always safe and enemy free, however it is still wise to peek inside a Dungeon that you yourself didn't spawn/find first before entering - some adventurers might have already been inside and depending on their success, hostile enemies might be camping the entrance. You can do this by shift-right clicking the entrance.

The first room of mini-dungeons can and often will have enemies in them. Make sure you peek before entering them, if there are too many they will easily outnumber and overwhelm you and possible even get you stuck, although keep in mind that should they KO you you can simply hearth home.

Dungeon enemies cannot Execute, but they can repeatedly apply KO and kill via a Concussion. They also do not have armor.

The following are True Dungeons:

While the following are mini-dungeons:

Differences between mini and true dungeons:

True Dungeon Mini Dungeon
Has a boss at the end Has no boss or end
Overall large and sprawling Overall small and straightforward
Will yield a heart container

after boss is killed

No heart container to be found
Will destroy itself after its

boss is killed

Is free to explore even after

clearing all enemies

Will never despawn and can

only be destroyed by killing its boss

Will eventually despawn and

can be destroyed using the Destroy command.

You CANNOT hearth home,

even if KOed

You can hearth home, KOed

or still standing

Has special puzzle rooms

and locked doors.

Only has unlocked rooms

with enemies or treasure.

Dungeon Difficulty

All True Dungeons, but not mini dungeons, are each individually spawned with their own difficulty, with dozens of said difficulties spanning from easy to hard.

The dungeon's difficulty affects the enemie's health and damage and nothing else. There is no way to know your dungeon's difficulty other than to find that its inhabitants are particularly weak or tough.

Due to this, keep in mind when reading pages about dungeon enemies that their health may end up being some amount higher or lower than advertised due to you having found a easier or harder dungeon.

Quick Facts

  • The Lore Event buff is granted to all involved characters.


Game Development

  • Foxhole Foxtrot (2023-05-11) >"Added "Fox Holes". Little mini "dungeons" that spawn every here and there. Significantly more mundane and common than the major Dungeons."
  • Smoked Hedgedog (2021-01-24) >"Rooms in Ant Hills where the ants drop keys to unlock doors will cease spawning new ants once all doors have been unlocked."
  • Smoked Hedgedog (2021-01-24) >"The Ant Hill dungeon keys, opening the door to the Ant Queen by being placed in a receptacle, now have distinct graphics"
  • Smoked Hedgedog (2021-01-24) >"Added a power indicator to dungeon rooms. Rooms spawning a set number of waves of enemies, or rooms where the objective is to have all enemies dead simultaneously, have a power indicator communicating either, in the former case, how many enemies total are left, or, in the latter case, how many enemies are alive. Hopefully this communicates the objectives of these rooms a bit better."
  • Pigeon Rock (2020-09-06) >"Mounts can no longer be ridden into dungeons, preventing various problems with boats ending up in beaver dams, and the like."
  • World 12 (2020-03-06) >"Applied a gain curve to the gains from dungeon reward "Heart Containers". Effectively the final HP gain is now subjected to a square root."