EE:Curious
This feature is part of the Extreme Edition fan-made expansion. |
Investigations, also known as Curious Dungeons, are special, remixed versions of the home dungeon that award a special badge on completion. For all intents and purposes, they are their own dungeon that share class completion and badges with their standard counterpart, as Curious dungeons can have different difficulty settings, special rules, and even bosses from the usual dungeon. In almost all cases, they are much more difficult, too.
Contents
Vanilla Dungeons
Easy / Normal Dungeons
Dungeon | Curious | Summary |
---|---|---|
The True Lord |
Items on the ground are unconvertable, weaker "bargain" versions, | |
Vicious Capital |
Monster stats are 150%. Instead of only common monsters, any monster not from the Extreme Edition can appear. In addition to the usual common boss, there is a random boss from a non-Extreme Edition hard dungeon and | |
Deadly Investments |
Monster stats are 150%. Instead of only common monsters, any monster not from the Extreme Edition can appear. In addition to the usual common boss, there is a random boss from a non-Extreme Edition hard dungeon and | |
Desert Dogfight |
More water tiles, dungeon multiplier is 130%. In addition to the standard bosses, you will find one of either | |
Tundra Tussel |
Dungeon multiplier is 130%. In addition to the standard boss, you will find one of either | |
Swamp Smackdown |
More | |
Jungle Joust |
The water tiles on the side extend further in, dungeon multiplier is 130%. In addition to the standard boss, you will find one of either | |
The Gauntlet |
All monsters are from EE dungeons of all regions, and the boss is Horatio the Immortal (105 attack, 999 HP) | |
Ultradoom?! |
6 random bosses are spawned instead of 2. | |
United We Stand |
Half the monsters have 50% physical resistance, and half have 50% magical resistance (stacking on top of a monster's innate resistances). The 2 golems that spawn on levelup have 90% of either one (1 with 90% magical, one with 90% physical.) Earth Guardian has 90% magical resist and double health, Stone Guardian has 90% magical resist and double health. The third random boss is unchanged. | |
Call from Beyond |
Every time you level up, all monsters level down by 1. Sacrificing the goat not only turns all cultists into Shades (Even Anoobis, changing his first form!) but also levels all enemies UP to 10. | |
Endless Horde |
All monsters spawn 2 revenants on death, that are equal to YOUR level instead of the monster's. Stheno gains significantly more resists per monster petrified. | |
River Revenge |
Bridge Troll is a mandatory level 10 boss with boosted stats, Zin Kibaru blinks and has MUCH higher attack and slightly boosted health. All enemies and bosses gain either 50% magical or physical resist depending on which side of the river they are on. | |
Mirror Magic |
All enemies split into 2 copies of itself when slain, with only half the health of the original. (even the bosses!) Must kill both copies to get EXP. Dungeon walls will always form no matter what, even right on top of you if it must. | |
Stalking Shadows |
No Illusions naturally spawn. Instead, on level up, 3 Illusions appear at the dungeon entrance and will hunt you, like Revenants. They have | |
Blighted Overgrowth |
All plants have Corrupting Aura: 1. All monsters spawn random plants, number based on half their level, including bosses. Itsssama blinks. | |
Rat in a Maze |
4 Minotaur bosses, all identical, stalk you through the dungeon from the very beginning. They work exactly like Rex, but with half his HP and gaining 1% of both resistances every time a wall is destroyed. The random boss that is usually here is removed. | |
Dimensional Dissonance |
All monsters are in the cursed realm, except bandits. Always 1 bandit for each level, independent of the normal monster count (including bandits, there's 11 lvl1's, 6 lvl2's, 3 lvl9's...). Cursed Shade is impossible(999 damage, 9999 HP, 90% both resists), and Cursed Dragon has more health. | |
Unstoppable Fury |
All monsters have Berserk 50% and a Death Protection (berserkers have berserk 100%) as well as leveling up with you. Bjorn has massively increased attack, and 5 Death Protections. The random boss also has Berserks at 50%. | |
Meaty Madness |
All monsters are Meat Men variants. Two additional stages of decay give all monsters Weakening Blow and Riposte 10%. Super Meat Man has Riposte 10% natively, and both bosses are affected by decay. | |
Blood Brothers |
Damaging one of the minibosses gives the other and the main boss health, past their maximum. The other doesn't drop to 1 HP with his partner is killed. | |
Unbalanced |
Horatio has his Vicious Gaan-Telet stats. |
Vicious Dungeons
Dungeon | Curious | Summary |
---|---|---|
Eternal Foes |
BlahBlah revives into an identical copy of himself with 99% lifesteal (he will immediately steal from you on revive) and The Indomitable is now a much different boss, with 100 Death Protections, but only 1 HP, and his 50 attack damage doesn't lower as he loses them. The Indomitable is in his own special subdungeon, which BlahBlah blocks access to. | |
Curse of Hellfire |
All enemies are Unstable. Demon Lords have far more health, but as they die, the others get weaker. The Avatar's boss room is pre-filled with "???" minions, all with unstable. Avatar sits at the back of his room rather than the middle. | |
Echos of Power |
Copies of all of Namtar's previous forms accompany the real one, only the last one killed in a phase gives experience. | |
Gladiator |
Instead of 3 rounds of 3 bosses in the final showdown, it's 3 rounds of 9 bosses, including all Hard difficulty dungeon bosses like Rex, Evolvia, and The Indomitable. Kinisssch is a pushover with 1 HP, 1 attack, and no death protections. | |
What Lies Below |
The finale subdungeon is expanded, featuring more dragon guards, elites, and lvl10 Dragonspawns. Among them are also helpless young dragonspawn, as well as Secondborn Twin. The Matron is unchanged. | |
A Final Challenge |
All altars are on the main floor, and the 9 towers all feature 5 new Extreme Edition enemies each. The towers still have their usual items, and all five monsters per tower are the same monster. Horatio has 3 extra intermission phases on top of his usual stats. |
Extreme Edition Dungeons
Dungeon | Curious | Summary |
---|---|---|
Learner's Permit |
Enemy difficulty is 120%, all four random bosses appear as well as the Sign Painter, all four random new enemies appear, and there are even more signs. | |
Legacy Protocol |
The Forgotten One gains Retaliate: Fireball. His Soul Sword is replaced with his old mechanic, where damaging him sets his attack to 150 and gives all enemies No XP, but killing a No XP enemy removes 12 attack per enemy level from him until you damage him again. | |
Cross Purpose Killers |
Bosses are changed; Lavavein starts with 100% berserk and low damage, and Goodoosa starts with no deathgaze but 100% riposte. As enemies in the dungeon die, Lavavein gains damage, Goodoosa gains resists and deathgaze, but they also LOSE points of berserk and riposte respectively. | |
Real Goat Issue |
Initial goat is one level higher. Dal'Zak's random form traits are triple effective, essentially empowering him with 9 boosts rather than 3. | |
Stoneless |
All Corestones are at the entrance, none drop from monsters. Prototype 3 gains damage every time you strike him, but also loses resists. Prototype 1 splits an additional time. Jealous Apprentice spawns 2 golems at a time, and all of them give no experience. | |
Sins of the Father |
Lekon's Chosen cycle through special versions based on the 7 deadly sins, in predictable order upon being revived/unshrouded, making them generally much tougher to beat. | |
Boss-Tier Buddies |
All Fallen enemies are now mandatory bosses. There are the same number, but they are all now levels 8-10. Fallen enemies can now be tier 2 or tier 3 classes as well, but they have the same drops as the tier 1 classes. | |
Spider's Curse |
Frostbite per tile revealed happens sooner, and gets worse. Eventually you will start suffering weakening and corrosion when exploring, and shortly after, poison and manaburn. Finally, exploring much further will just kill you. | |
Impossible? |
Two new bosses join the original two, Future of the East and Future of the South. All 4 must still be killed back to back, and all bosses have lower health than usual. | |
Power Harvesting |
Trollenstein starts with an absolutely massive 6001 HP and no special traits. Killing minibosses will GIVE him his traits, and reduce his max health by 1000 each. | |
Fading Curse |
All monsters turn into Essence Whispers after your level exceeds theirs, no EXP spirits with Protective Blessing, that surround the boss at the end of the dungeon if not dealt with previously. | |
Endless Journey |
The dungeon is almost entirely revamped, requiring the player to go through all 5 possible sub areas with the level limits being broken, final bosses have different traits too. | |
Lockdown |
All items (gold, potions, glyphs, boosters, even altars), including those dropped by enemies, are inside of chests. | |
Test of Faith |
You no longer get to choose your sacrifices, both options are forced upon you for each choice. | |
Encroaching Darkness |
The dungeon layout is similar to Permafrost Peak, reducing the room you have to outmaneuver the bog considerably and allowing it to seep in from the outer edge. | |
Before Dawn |
Forced into the second layer at level 2, Every single level up comes with a malus. The Dark Beneath now regens. | |
Difficult Experience |
Spy'dirr Le'eggs gain death protections as their friends die, leveling requirements go up by 1 EXP every reset. The bosses update to always match you at your strongest, instead of being fixed on spawn. | |
Coming Soon! |
Unreleased | |
Coming Soon! |
Unreleased | |
Coming Soon! |
Unreleased | |
Coming Soon! |
Unreleased | |
Coming Soon! |
Unreleased |