Difference between revisions of "Subdungeons"
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− | |Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent gives you 5 [[gold]] and a {{i|Health Potion}}, the second gives you 10 gold and a {{i|Mana Potion}}, and the third gives you 15 gold and a {{i|Reflex Potion}}. | + | |Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent has 100% damage/120% health and gives you 5 [[gold]] and a {{i|Health Potion}}, the second has 110% damage/150% health compared to the first and gives you 10 gold and a {{i|Mana Potion}}, and the third has 110% damage/130% health compared to the second and gives you 15 gold and a {{i|Reflex Potion}}. |
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|[[File:Subdungeon Health Pot Entrance.png|center]] | |[[File:Subdungeon Health Pot Entrance.png|center]] |
Revision as of 20:03, 5 July 2018
Subdungeons are smaller versions of a level dungeon. They usually contain some sort of power up hidden behind a puzzle or an enemy. Some subdungeons provide quest chain advancement instead of a powerup, these subdungeons will be not appear anymore once you have advanced the quest chain.
Contents
Non-repeatable Subdungeons
These subdungeons may appear instead of the regular Subdungeon. However, they each only do so until completed once. Completing these subdungeons normally unlocks some game element (Race, Altar, Class or other progression).
Entrance View | Name | Appears in | Explored? | Summary |
---|---|---|---|---|
Halfling | North, ??? | Yes | A Halfling in a subdungeon. Giving her a Health Potion unlocks the Halfling settlement that can be upgraded to unlock the Halfling race. | |
Gnome | Center, North, ??? | Yes | A Gnome in a subdungeon. Giving her a Mana Potion unlocks the Gnome settlement that can be upgraded to unlock the Gnome race. | |
Orc | Center, West, ??? | Yes | An Orc in a subdungeon. Offers some "Tea" to the player; accepting and drinking the Tea will hit you with Poison, Corrosion x3 and reduce Health to 1, but unlock the Orc settlement that can be upgraded to unlock the Orc race. | |
Goblin | Center, South, ??? | Yes | A Goblin in a subdungeon. Asks for 20 gold from the player; complying will unlock the Goblin settlement that can be upgraded to unlock the Goblin race. | |
Chemist | ![]() ![]() ![]() |
No | Medium sized (9*8) sub dungeon with an island surrounded by lava. Contains a passive creature called "A What?" which when talked to, simply says it wants you to retrieve something. A meatman of your current level is in the subdungeon and a few walls. Breaking/Mining/Destroying the walls will uncover an unidentified rock item. Pick it up and return it to "A What?" to complete the subdungeon. As a reward, this subdungeon unlocks the Chemist class for future play. | |
Tinker | North, East, ??? | No | A sub whose entrance is enclosed by walls (i.e. secret sub). Requires Alchemist unlocked. Contains 8 gold piles and a Tinker who seems to have trapped himself in the sub. Talk to him, and then leave the dungeon alive, to unlock the Tinker explorer's guild class. | |
Crusader | Center, ??? | Yes | A sub with a lone Crusader. Requires having unlocked all deities. If you TALK to the Crusader while having 100 piety (and leave the dungeon alive), you unlock the Crusader explorer's guild class. | |
Transmuter | West, ??? | Yes | A sub with a lone Transmuter. Requirements unknown. TALK to her to unlock the Transmuter explorer's guild class. | |
Witch | East | Yes | The "Search for the Witch" quest will indicate an Eastern dungeon, which has a chance to spawn additional Monster: Corrosive Creepers Corrosive Creepers on the top. The Witch found in the subdungeon will task you to gather 5 Item: Frost Root Frost Roots that drop randomly from the creepers topside. Completing her chore unlocks her hut for your kingdom. | |
Naga Envoy | East, ??? | Yes | You stumble upon a forward party lead by the Naga commander Itsssamna Itsssa, who delivers a message from Kinisssch Ahau, the Sun-Touched Prince of the Naga, threatening to crush your kingdom. It is basically an invitation to venture South. Requires having beaten Hexx Ruins at least once; unlocks Ick Swamp and the Challenge Accepted quest. | |
Glowing Guardian | East | Yes | An ice cave with an altar to the Glowing Guardian. Touching the altar places five "Dark Ones" on the main map, one for each of levels 1,3,5,7 and 9. Each Dark One will drop a ![]() | |
Dracul | East | No | Prerequisite: having unlocked the Glowing Guardian. A large, initially shrouded dungeon with your clone (same character icon, uses same Attack and Health values, no traits though). You are locked in once you enter. Defeat your clone (your traits/potions/glyphs should help) to start worshiping (and unlock) Dracul. | |
Mystera Annur | North | Yes | Sub dungeon with 999 hp dragon, creative use of magic will get you past him. Usable to unlock Mystera Annur. | |
Jehora Jeheyu | North | Yes | Prerequisite: having unlocked Mystera Annur. Sub dungeon has imps and an altar, you will need ENDISWAL or WEYTWUT to escape. Usable to unlock Jehora Jeheyu. | |
Taurog | West | At first. It becomes shrouded after reaching the center. | Large subdungeon with an altar at the center. Usable to unlock Taurog. | |
Binlor Ironshield | West | No | Prerequisite: having unlocked Taurog. Subdungeon almost completely filled with walls. Use the ENDISWAL spawning at the entrance to break the walls. Several gold piles, as well as the Altar to Binlor Ironshield can be found deeper within. Touch the altar for an immediate conversion to Binlor Ironshield (as well as unlocking him for your kingdom). | |
The Earthmother | South | Yes | A subdungeon filled with plants. Blaze a trail through the shrubbery all the way to the altar in the bottom left corner and touch it to start worshipping (and unlock) the Earthmother. Watch out for the Gardeners and Barbing Bushes, avoid them if possible! | |
Tikki Tooki | South | No | Prerequisite: having unlocked the Earthmother. Subdungeon has a reviving enemy called "Mischief", you must kill all forms without taking a hit. The easiest way to do so is using BURNDAYRAZ, as the forms have various abilities (First Strike, Death Protection) that make melee more difficult. Killing the last form spawns the altar of Tikki Tooki; touch it to immediately start worshiping (and unlock) him. | |
Pactmaker | Anywhere | Yes | Prerequisite: having unlocked any other deity. Subdungeon is a giant room with an altar in the middle. If you touch the Altar it will disappear and grant you a Pact (also triggering it once for an immediate effect). Touch the altar after having unlocked all other deities to unlock the Pactmaker. |
Repeatable Regular Subdungeons
These are the regular subdungeons that spawn on most maps. Most subdungeons are tied to a specific region (North/West/South/East/Central), and can only appear there. Some subdungeons seem to appear more often than others, which suggests that they also have a set rarity weight. Regular subdungeons always have their entrances spawn on accessible tiles (i.e. on corridors / in chambers).
Entrance View | Name | Appears in | Explored? | Summary |
---|---|---|---|---|
Graveyard | Center, South | Yes | 5 gold piles, spawns a level 5 ![]() ![]() | |
Sir Thrawn | Center, East | No | Sir Thrawn (![]() | |
Exploding Signpost | Center, North, East, South | No | Contains bloodstains, several ![]() ![]() ![]() | |
Hitball | Center, West | Partially | Enter a pit-fight against progressively more powerful opponents (scaled to your current level). The first opponent has 100% damage/120% health and gives you 5 gold and a ![]() ![]() ![]() | |
Goo Potion | Center, West | No | A 5x5 area containing a level 5 ![]() ![]() | |
Djinn Potion | Center, North | No | A 5x5 area containing a level 5 ![]() ![]() | |
Yin and Yang | Center, West | Yes | Contains Monster: Ying Ying and Monster: Yang Yang (both level 7, bloodless, no exp). If they are not killed in immediate succession they will respawn. When both are truly slain, they will drop ![]() ![]() | |
Zombie Money | North, East | No | Contains a 9x16 area of dark tiles, a long 1 tile wide corridor and a large gold stack. Picking up the gold stack summons 5 ![]() | |
Sorcerer's Potion Trade | North | No | A 5x5 chamber containing a Sorcerer who will give you 2x ![]() ![]() | |
Jadetooth | North | Partially | An 11x11 room with many signs and Jadetooth, a level 7 Berserker (42 damage, 90 HP, retaliates fireball, berserks at 50%, death protection). When killed, Jadetooth drops ![]() | |
Blood Fountain | East | Yes | A fountain in the middle of a fully revealed 5X5 square. Gives 5% ![]() | |
El Potion Loco | North | Yes | Contains 4 warlocks and a lvl1 ![]() ![]() ![]() ![]() | |
Paan's Labyrinth | East | Partially | A troll called Marwood which you can talk to, quite a bit of exploration in the form of a maze with 3 lvl 1 imps called Hellboi who have 99% lifesteal. | |
Undead Kennel | East | No | Contains a 3x8 area with a level 1 ![]() ![]() ![]() | |
Mass09 Banking | East | No | A 6x6 sub that contains a lvl5 non-hostile ![]() ![]() | |
Smackle Funky's | South | No | A 5x5 room, contains a shop which spawns monsters of the same level for 3 gold. | |
Vegetarian Vampire | South | Yes | Contains 25 Plants and a Lv1 ![]() ![]() Killing the plants in a right order boosts your stats. You can look up the recipes with the Scroll. | |
Confession | South | No | A 5x5 room containing 5 piles of gold and a Sign Post talking about the discrepancies within the Naga Empire. | |
Wisp Gems | South | No | A 5x5 room containing 5x ![]() ![]() | |
Sticky Stick | South | No | A 5x5 Room containing ![]() ![]() | |
Spoon garden | South | No | A 5x5 room containing 5 different plants, each of them drop ![]() | |
Metal Spider Temple | South | No | 15x13 Room, uncovering tiles will afflict you with different debuffs. Contains a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
The New World | West | Yes | Soko-Trolls puzzle, must spell out "The New World" in the lava rocks on the center to complete. Reward is ![]() ![]() ![]() ![]() ![]() | |
Lernutrix | West | Yes | Lots of walls and a friendly Druid who offers you several experience bonuses. 35g gives you 50 experience immediately, 15g gives you +1 learning buff, 5g gives 50% exp boost to next kill. You may only buy one. | |
The Mighty Lost Lekon | North, West, East | No | A 5x5 dungeon with broken altar in the center. When touching the altar, you are surrounded by 8 ![]() | |
Draco's Heart | West | No | 5x7 room with 1x7 walkable path up the middle, impassable rivers on each side of the path and breakable walls lining the room. ![]() | |
Really Awesome Guitar | North, West | Yes | Quite a few walls which are immediately destroyed upon picking up the guitar. This doesn't give piety with Binlor. ![]() | |
WIZARD.EXE | North | Yes | Friendly NPC Golem will allow you to trade certain glyphs for various effects or consumables. For example, LEMMISI will give you one of each Alchemy seal. | |
Brandonnn | East | Yes | NPC needs your piety to charge his Packmaster Mobile Altar, rewards you with potions and items. | |
Cha'Dylan | South, West | Partially | A massive 15x15 room. Contains an unreachable island with about 40 tiles of explorable blackspace, and a monster icon in the dark of the island. WONAFYT lets you summon it, it has 2 life, Death Protection(7), and does 50 damage base (decreases with death protection like animated armor). When killed he drops a ![]() | |
Contemplate the Waters | South | Partially | 15x13 Room with 100 tiles non accesible Blackspace. Contains a Monk who sells a ![]() | |
Free Booster | Center, East | No | Contains a 9x9 area of dark tiles, a booster powerup of a random type and a level 5 enemy of random type blocking you from the booster. | |
History of the Northern Empire | ??? | No | Contains a 5x5 area of dark tiles, some piles of gold and a sign with some story information. The sign varies based on how many times you have encountered the dungeon. | |
Pen the Mage Dragon | West | Partially. | 10x10 room that is mostly explored. The unexplored region contains a passive level 9 ![]() ![]() | |
Sub |
Repeatable Signpost Subdungeons
About 25% of the time, the subdungeon will be a "signpost" subdungeon. These are 5x5 unexplored subdungeons with the entrance in the center. They always contain a signpost and at least 5 gold piles, and also often contain monsters or items. The possible signpost text depends on the region that the main dungeon is in: center, north, east, south, or west. For a given signpost text, the same monsters or items will always spawn (although the reverse is not true: some monsters and items are shared between signposts). The positions of the signposts, monsters, items, and gold piles are all random. The tile color is fixed based on the region.
Entrance View | Name | Region | Summary | Signpost |
---|---|---|---|---|
Legend of the Signpost Gorgon | Center | 5 gold piles, 4 signposts, and the ![]() |
Legend of the Signboard Gorgon:
In these lands, rumours persist of a particularly odd gorgon who turns adventurers into helpful dungeon signboards instead of stone. Though this gorgon has never been sighted, adventurers are advised to stay away from regions of densely-clustered signposts, especially if they happen to contain any warnings about gorgons. | |
Edible Adversaries | Center | 5 gold piles, and a level 1 ![]() ![]() |
The Adventurer's Cookbook
Chapter 3: Edible Adversaries Meat Men: Due to their frequent appearance in most standard dungeons (and their inherently delicious-sounding names), Meat Men are common go-to beasts for any dungeoneer who wants to eat on the go. As with any meal that potentially fights back, it's best to try find one that you can easily kill. Even when a suitably weak Meat Man cannot be found, however, it's still possible for adventurers to exchange blows with a slightly stronger foe and win the battle if they take time halfway through to recover from some of their wounds. This is because Meat Men are extremely, well, MEATY, but don't generally put out enough damage to force enemies into a lengthy retreat. | |
Know Your Farm Animals | Center | 5 gold piles, and a level 1 ![]() ![]() |
Know Your Farm Animals!
A Guide for Children Entry #427: Common Farm Goat Four-legged, barely-domesticated animal occasionally bred for its milk and meat. Distinguishing traits include medium to long horns (both males and females), prominent 'beards' and short, upward-pointing tails. Entry #428: Common Dungeon Goat Four-legged, recently wild animal sought after as a trophy kill. Distinguishing traits include hatred-filled eyes, natural magic resistance and a tendency to seek out and murder adventurers. | |
Goblin Itch | Center | 5 gold piles, and two level 2 ![]() |
Embarrassing Adventurer Problems #6: Goblin Itch
Though not always as dangerous as some of the realm's more exotic creatures, goblins can still be a nuisance to any adventurer. We've all heard the reports of some poor schmuck clearing out a low-leveled nest of the creatures, only to accidentally stub their toe and meet an untimely end because they were too clumsy to notice their waning health. Nothing short of an assassin's blade can outdo the alacrity with which these creatures strike, but magically slowing them down before attacking can yield favourable results and a more valuable kill. | |
Misplaced Cutlery | Center | 5 gold piles, and three ![]() |
The sign here is old and faded. You make out only a few words.
"... speaks of a lost and ruined tower, known in ancient texts as "Gaan-Telet". The secret of its location is protected by powerful magical wards, and the Tower floors themselves regularly shift in and out of existence, ensuring that each new intruder meets a unique and terrifying challenge. No two Tower experiences are ever the same ..." | |
Cracked Orb | Center | 5 gold piles, and a ![]() |
"I've got 99 orbs, but a Zot ain't one." | |
Yendor Vendor | Center | 5 gold piles, and a shop called "Yendor Vendor" selling a ![]() |
Experience Catapult:
A common technique by which a hero may fully rejuvenate in mid-combat against a tougher opponent, using weaker enemies as fodder to facilitate a quick level-up. | |
Popcorn | Center | 5 gold piles, and 3 level 1 ![]() |
Popcorn:
A trivial / low-level monster killed in the late game for minor experience gain. Easily digestable in groups. | |
History of the Den of Danger | Center | 5 gold piles, a ![]() ![]() |
The ![]() | |
Center | 8 gold piles. | I know you're reading these. Stop it. | ||
Sapphire Helmet | Center | 6 gold piles, and a ![]() |
The noble profession of Hero stems back to the original Sapphire Knight, a celebrated figure whose deeds, prowess and origins are hotly contested by today's scholars. The Knight's legendary helm was said to be a gift from the gods. | |
History of Venture Cave | Center | 5 gold piles, a ![]() ![]() |
![]() ![]() | |
Hacked Glyph | North | 5 gold piles, and a Item: LEMMISI(?) LEMMISI(?) item. Using this item will reveal the whole map, and grant regeneration bonuses / food consumption accordingly (which makes this glyph very dangerous, especially for a ![]() |
I have gone mad. So has the rest of the council. So has the rest of our empire. Only afforded the briefest lucidity while this entire civilisation disappears. | |
Foolish Imp | North | 5 gold piles, and a level 9 ![]() ![]() |
They were fools to listen! Foolish fooly fools! Temptation came to us with the cloak of a deceiver, the face of an animal and the eyes of a demon! Why did we listen?
Foolish fooly fools! Biscuits. | |
Prison Break | North | 5 gold piles, and 3 ![]() |
So. The council has me locked away in here. Treason? Hardly. They've agreed to do something terribly stupid on the advice of a hooded stranger. I don't care if it wins us the war - some threats are greater than mere snake men.
I shall escape tomorrow, and make my way East. | |
Serpent Dungeon | North | 5 gold piles, and a level 6 ![]() ![]() |
Tales of the Favoured, extract:
"... and as she approached the great serpent, it raised itself from the floor and struck at her neck. The attack was brief and deadly - two puncture marks silently wept blood onto her collar. Yet even with the liquid anathema flowing through her veins, she raised her hammer and shattered the vile creature's skull, all the while praying to divines who may or may not have existed. The creature perished, and her body felt a sudden pureness again ..." | |
Avatar Statue | North | 5 gold piles, and a level 1 Statue (3 attack, 1 health, physical immune, curse bearer, no experience) who drops a ![]() |
They gathered in a circle to summon the Avatar.
They thought that they could control it. But they were too feeble to even complete the ritual. Their minds clouded over and they cursed us all. | |
Shade Transformation | North | 5 gold piles, and a level 5 Shade (palette swapped warlock, 25 damage, 54 HP, retaliates fireball, revives). When killed, the shade revives as a level 5 Shade (palette swapped djinn) with identical abilities and stats. When that is killed, he drops a ![]() |
I saw their bodies change. The five of them took terrible forms. | |
Teeth Teeth Teeth | North | 5 gold piles, and a ![]() ![]() ![]() |
At first there was only confusion. Then there were TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH TEETH | |
North | 5 gold piles, and a ![]() |
Grand Architect Hobb began constructing the new Golden City with his hearts of Rock, Fire and Spirit. One was shattered by the Naga. The other two went missing. | ||
Mad Whispers | North | 5 gold piles, and 3 ![]() |
FOR THE RECORD OF THE ARCHIVES
COUNCIL VOTES (ROUND 1): MP - In Favour MZ - Not In Favour PP - In Favour PZ - Abstained A - In Favour N - Not In Favour; Called For Veto | |
Bards | North | 5 gold piles, and a ![]() |
The Bardic Collection, Book 3:
"Creature of Sapphire, ... this poem isn't very good. Small wonder that the Kingdom never takes bards seriously. | |
Penance | North | 5 gold piles, and ![]() |
... Mystera found herself horrified at the behaviour of her followers, but she was always loathe to punish even the most evil among them. Jehora Jeheyu, however, often saw fit to intervene on her behalf. | |
North | 5 gold piles, and a level 8 ![]() |
There's something scratched into the signpost here.
"This has always been a Civilisation built on Magic and Chaos. It seems a fitting end. | ||
North | 5 gold piles, and a ![]() |
Two faces? Same being.
- The Mad Heretic | ||
I Wish I Could Read | East | 5 gold piles, and a ![]() |
"I wish I knew how to read" | |
East | 5 gold piles, and a ![]() |
Lusory, the jealous apprentice, sought Hobb's approval by constructing an Orb of his own. Sadness followed. | ||
Wand of Binding | East | 5 gold piles, and a ![]() |
This sign is old and weathered, and it appears that someone left a note for themselves a long, long time ago:
Aha! I've found the knight buried here. The artifacts are missing, but the remains will be of use. | |
Depleted Glyph | East | 5 gold piles, and a Depleted Glyph (![]() ![]() |
This note looks to be fairly recent.
"Associates, I am finding little information in this forsaken land concerning the lost arts of Golemancy and Spiritual Animation. The former appears to have been lost with time, but it seems that knowledge of the latter was deliberately destroyed." | |
Dented Helmet | East | 5 gold piles, and a ![]() |
Horrible Fates: A Cautionary Almanac for Adventurers
Entry: ANIMATED ARMOURS Although common necromancy allows the reanimation and binding of a corpse to the summoner's will, sometimes the physical body won't suffice. Knowledgeable priests can, with great difficulty, bind a soul instead. Ancient cult leaders would use the remains of former Heroes, valuing their prowess and the irony of their servitude. HORRIBLENESS: 8/10 - not as bad as being afflicted with CONSTANT GOATS (see pg 34) LIKELIHOOD: 1/10 - getting killed by such a spirit is always possible, but it's believed that no living being today remembers the ritual to create new ones. | |
Draining Blade | East | 5 gold piles, and a ![]() |
From the Book of Namtar:
"He came to us, armed with a sword of blood, a glyph of blood and a god of blood. He slew half of us immediately, proof of worth to those who remained." | |
East | 5 small gold piles, and a large gold pile containing 5-7 gold. | From the Book of Namtar:
"Dracul grew displeased with Namtar's behaviour and reclaimed his gifts. Our leader laughed - the baubles were no longer needed." | ||
Cracked Soul Orb | East | 5 gold piles, and a ![]() |
From the Book of Namtar:
"... and then came his greatest achievement. He discovered true immortality, and rendered himself untouchable by the divines. It came at a great cost: whatever he'd discovered in the Pit had broken him, too." | |
Underworld | East | 5 gold piles, and 3 level 1 ![]() |
The Underworld is near. Man or god, it lies beyond your comprehension. | |
East | 5 gold piles, and 3 ![]() |
This sign is old and weathered, but the script is neat and precise.
"The experience has changed me. I got what I wanted, but now I forget why I wanted it. I can sweep aside any foe, but which one was the enemy I wanted to destroy? I dream of a figure in a hood, but no more than that." | ||
South | 5 gold piles, and a ![]() |
How does one pronounce a triple 'S' anyway? | ||
The Garden | South | 5 gold piles, and one of each basic plant: ![]() ![]() ![]() ![]() ![]() |
"Gardening":
The act of clearing out nuisances (usually plants) with harmful status effects that, for whatever reason, don't have an immediate impact on the player. | |
Crumbling Ward | South | 5 gold piles, and a Item: Crumbling Ward Crumbling Ward. | Our priests have discovered much about these foreign religions.
The Spider, the Snake and the Dragon have always been gods, strong and true and terrible. These aspects that the two-legged walkers have fashioned for themselves are vain, confusing and numerous, yet still seem to hold some power. Is this just a different view of the same gods? Or does some pretender hide in there, playing with their hearts and minds? | |
South | 5 gold piles, and a ![]() |
The Sun-Touched Prince and the Light-Soaked Emperor shall never give up their fight against the North. May the foe's towers sink into the sand and their armies be crushed by the desert mountains! They do not deserve the warmth and light that the great sky orb has been gracious enough to provide them. | ||
Strange Amulet | South | 5 gold piles, and a Item: Strange Amulet Strange Amulet. When the amulet is picked up, the room changes and a level 9 and a level 1 ![]() ![]() |
Our enemies have unleashed a power too terrible to fight or control. We have no choice but to withdraw our forces and hope that the great darkness does not follow us further south. | |
Diary of a Goat | South | 5 gold piles, and a level 9 ![]() ![]() |
The hooded creature has approached me regularly, providing news of men and urging war. Our magi can smell the heavy stench of illusive magic, but the stranger's information still proves reliable and thus he remains welcome at court. | |
Dragon Mage | South | 5 gold piles, and a level 1 Dragon Elite (palette swapped dragon spawn) who drops a ![]() |
It is said that the dragons have forgiven us, so why do they not come to our aid? Their two-legged children run rampant. | |
Spider Amulet | South | 5 gold piles, and a ![]() |
From the Legendary Bestiary of Legends:
CHAPTER 6 - IMPROBABLE BEASTS It is easy to assume that a story told is a story true, and while many fantastic creatures are known to have existed in ancient times, I have no reason to believe that the creatures known as "spiders" have ever been anything but a tale to frighten children. Old books refer to them as spindly horrors with eight legs and eight eyes, fangs that drip venom and a body that can produce fine, magical thread. Of all the fanciful stories I've heard in my time, this one certainly has to be the most exotic. The mere suggestion that such an abomination would exist seems absurd. | |
History of the Southern Empire | South | 5 small gold piles, and a large gold pile containing 5-7 gold. | The dark ones fled north after destroying the Dragon's Sapphire at Hexx. Their temples remain, but we dare not set foot inside.
We'll surely be held responsible for this mess. May the great Sun Serpent guide us in these troubled times. | |
Gorgon Den | South | 5 gold piles, and 5 special ![]() |
I pity our foes. They know not what they are doing. But they shall be destroyed regardless. I maintain command of the revenants. | |
South | 5 gold piles, and a ![]() |
I fear it would mean my death if the Emperor ever discovered my plans. But they have to understand what they are doing.
I've been speaking with one of their leaders. He claims to be of high influence. I have told him of our secrets, our shame and the mistakes that do not bear repeating - this time, it could risk dooming us all. | ||
South | 5 gold piles, and a ![]() |
While I'm certain that our mysterious informer is a friend - a powerful one, at that - he often has more anger than sense. I hope the Emperor is careful with such counsel. | ||
West | 5 gold piles. | The child who raises a hand against the parent is damned. Leave this place, adventurer. Our eyes keep watch against the sons and daughters of heathens. | ||
West | 5 gold piles. | This ancient text is entitled "DRAGON LORE: THE COLLECTED UNDERSTANDINGS OF ARCHDRUID GIMMIFIX." Most of the writing has been rendered illegible, save for one barely readable entry.
"Unlike their brothers, the Dragons have only one temple. This place of worship is rarely visited, as approaching it is often considered a show of arrogance. | ||
West | 5 gold piles. | OUR SURROUNDING ENVIRONS
by Maphax the Explorer WEST: Nothing but the Great Ocean. Those who have sought to explore it return with reports of nothing but endless blue ... or don't return at all. It is said that the Dragons know more, but they will not speak of it to us. | ||
West | 5 gold piles. | OUR SURROUNDING ENVIRONS
by Maphax the Explorer SOUTH: Skirting past the Spider Swamp (naturally), travellers will encounter a seemingly impassable mountain range. There is only one known way through - the Exile's Path. It was sealed up by Dragon magic after the heretic clans left for lands unknown. Tearing down the barrier has been forbidden. | ||
West | 5 gold piles. | OUR SURROUNDING ENVIRONS
by Maphax the Explorer NORTH: The Great Sand. There is little life amidst these rolling dunes aside from a few Spider colonies. They're as fiercely territorial as their southern cousins, and exploration opportunities are limited and dangerous. | ||
West | 5 gold piles. | OUR SURROUNDING ENVIRONS
by Maphax the Explorer EAST: Our sacred forests teem with life and warmth, but there is still much to be said for the beautiful, rolling grasslands of the East. The local Naga sages are always happy to teach me more about their rich and colourful history. Their empire, from what I understand, is almost impossibly large: the Light-Soaked Emperor rules from a seat of power far to the east. | ||
West | 5 gold piles. | The Dragons eventually willed it that the remains of the Sapphire be buried in the East - at the border of the Great Cold - to serve as a ward against its encroaching evil. | ||
West | 5 gold piles. | Their love is boundless, but their fury is implacable. They have instructed us to seek out the remaining Spiders, destroy them and build a new empire over their corpses. | ||
West | 5 gold piles. | Fighting continues in the South. To end this madness, the Dragons will be sending our champion as an envoy. | ||
West | 5 gold piles. | Our brothers in the North have forgotten about us ... or perhaps choose to forget. Even Hobarix has styled himself with a new name, as if to spit on our ancestry. | ||
West | 5 gold piles. | Hello,
I know we haven't always gotten along, but I thought I'd leave you a message to say that some of your really, really, really distant cousins have returned via the Exile's Path. Now, I don't hold any great love for your kind in general, so I naturally tried to wipe these ones out the moment I found them - which doesn't technically break any promises, so don't go whining to mommy. Unfortunately, it has been a less than completely effective measure (you're quite a tenacious bunch, I'll grant you that) and they've secretly re-established themselves in the midst of my complacency. My bad, I know! :) Now, I understand that there's some ancient feuds and oaths and whatnot blahblahblahdontcare, so basically I know YOU don't want these folks hanging around either. I just wanted to give you a heads-up. They've settled, they've grown and they're probably coming for you. I think it's in our best interests to co-operate, yeah? Temporary friendship? ;) -H |
Secret (Repeatable) Subdungeons
A lot of maps have a second, hidden "secret" subdungeon. Accessing the stairs of these secret subdungeons requires breaking walls (sometimes only a single wall tile, but sometimes two or more wall tiles). Finding the location of these subs can also be difficult without LEMMISI or BLUDTUPOWA, and often involves systemic search with a careful eye out for telltale wall edges within otherwise contiguous walls.
Entrance View | Name | Appears in | Explored? | Summary |
---|---|---|---|---|
Good Glenrick | Anywhere | No | Secret subdungeon. A 7x5 dungeon with a warlord named Good Glenrick (lvl6, 9 dam, 10HP). He hopes you won't kill him for his awesome experience bonus. | |
Lots of Gold | North, East, South (tbc center/west) | No | A 5x5 room with 20 small gold piles. | |
Blacksmith | Center, North, East (tbc west/south) | No | Secret subdungeon. A 5x5 room that contains one each of the following Blacksmith Items: ![]() ![]() ![]() ![]() | |
Monster Den | Anywhere | No | Secret subdungeon. A 5x5 Room containing 8x Lv 1 Monsters. |