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Dungeons in Stoneshard are the lair of the enemy. Containing various monsters from [[Enemies#Hostile_Animals|Animals]] like Rats and Bats to [[Enemies#Brigands|Brigands]], [[Enemies#Crimson_Covenant|Proselyte]]s and even the [[Enemies#Shadow_Covenant|Undead]], these areas are the most dangerous (and also most interesting) places to explore.
'''Dungeons''' in Stoneshard are the lair of the [[Enemies]]. Containing various monsters, these areas are the most dangerous (and also most interesting) places to explore.




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==Dungeon Basics==
=Dungeon Basics=
Dungeons are tied to [[Contracts]] offered by the village Elders or the city Quartermaster. Contract dungeons are always connected to their respective village or city via a road. Their position is randomly generated in every playthrough, although they should always generate in the vicinity of a village or city (ie. Brynn dungeon won't be closer to Mannshire than Brynn). The dialogue about a contract will always mention the Dungeon's name. Dungeon names are randomly assigned from a list of names, and they stay fixed for the rest of your playthrough. This is useful for checking the dungeon respawn. The Elder/Quartermaster dialogue option will also display the dungeon's Danger level.
There are two types of Dungeons:
* '''Contract Dungeons'''
* '''Distant Dungeons'''


An exception is the distant dungeon, an optional type of Dungeon. This type of Dungeon doesn't come with a Contract and is not connected to the village or city by a road. Their position is also randomly generated. Players can find them by exploring the map or through hearing about it in a [[Points of Interest#Rumours|Rumour]].


==Contract Dungeons==
[[File:Dungeon Danger.png|thumb|Example of a Dungeon description on the Global Map]]
'''Contract Dungeons''' are always tied to [[Contracts]]. Each Contract Dungeon should always be connected to their respective town via a road. Their position on the map is randomly generated in every playthrough, although they should always generate in the vicinity of their respective town (ie. Mannshire dungeon won't be closer to Osbrook than to Mannshire). All Dungeons have fixed names and the dialogue about a Contract will always mention the Dungeon's name.


===Difficulty & Danger Level===
Contract Dungeons can be found near:
The dungeon difficulty is a hidden value that affects which enemies spawn as its inhabitants and the loot that can be found. Currently, the only way to get any reading on the dungeon difficulty is to check the Danger Level displayed on the [[Global Map]]. When you mouseover a dungeon on the map, you can see its name and the Danger level. The Danger level is based on your character level.
* [[Osbrook]]
* [[Mannshire]]
* [[Denbrie]]
* [[Rotten Willow Tavern]]


<li style="display: inline-block;"> [[File:Dungeon Danger.png|thumb|Example of Dungeon Danger Level]] </li>
==Distant Dungeons==
'''Distant Dungeons''' are optional Dungeons, typically of higher difficulty than the Contract Dungeons. This type of Dungeon doesn't come with a Contract and is not connected by a road. Their position on the map is also randomly generated and their names are also fixed.


Currently, the possible danger levels are:
Distant Dungeons can be found by:
* [[File:Very High.png|alt=|80px|]] - '''{{C|negative|Very High}}'''
* Exploring the map
* [[File:High.png|alt=|60px|]] - '''{{C|Fire|High}}'''
* Using [[Maps]]
* [[File:Medium.png|alt=|40px|]] - '''{{C|orange|Medium}}'''
* [[Scouting]]
* [[File:Easy.png|alt=|20px|]] - '''{{C|positive|Easy}}'''
* Hearing about them in random [[Points of Interest#Rumours|Rumours]]
* Asking about Abandoned Forts and Dungeons at [[Skinflint Homs]]
* Receive a Rumor from an NPC as a quest reward ([[Marlo]] or [[Venemist]])


A low level character will see more dungeons with '''{{C|Fire|High}}''' and '''{{C|negative|Very High}}''' danger and might face impossible battles if you decide to enter. Similarly, a high level character might see dungeons only as '''{{C|orange|Medium}}''' or '''{{C|positive|Easy}}''' Danger Level. Keep in mind that the Danger level doesn't take your gear into account. A low level character with very good items might find even '''{{C|Fire|High}}''' Danger dungeons somewhat easy.
==Difficulty Tiers==
[[File:Dungeon tiers dialogue.png|thumb|800px|Example of Dungeon Tiers in a dialogue]]
Each dungeon has a '''Difficulty Tier''' ranging from '''1''' to '''5''', this is displayed as the amount of skulls next to a Dungeon's name. Tier dictates what kinds of [[Enemies]] and what kind of Loot can spawn in the dungeon. You can check the Tier when you hover a Dungeon on the [[Global Map]], and the skulls are also shown in the dialogue window when selecting a Contract. The Tier of a Dungeon can change after it respawns.


Contract dungeons difficulty follows the game progression - contract dungeons near [[Osbrook]] will be easier than contract dungeons near [[Mannshire]], which will be easier than contract dungeons near [[Brynn]]. Distant dungeons don't follow this rule - an optional dungeon near Osbrook can be as deadly as a Brynn contract dungeon or more.
Currently, the possible Dungeon Tiers are:
* [[File:Tier 1.png|alt=|20px|]] - '''{{C|positive|Tier 1}}'''
* [[File:Tier 2.png|alt=|40px|]] - '''{{C|orange|Tier 2}}'''
* [[File:Tier 3.png|alt=|60px|]] - '''{{C|Fire|Tier 3}}'''
* [[File:Tier 4.png|alt=|80px|]] - '''{{C|negative|Tier 4}}'''
* [[File:Tier 5.png|alt=|100px|]] - '''{{C|negative|Tier 5}}'''


===Dungeon Respawn===
Dungeon Tier doesn't take your level or your gear into account. Contract Dungeons' Tier follows the current game progression: Osbrook -> Mannshire -> Rotten Willow Tavern -> Denbrie. Distant Dungeons don't follow this rule - a Dungeon without road near Osbrook can be a Tier 5 Dungeon. There are no level restrictions for entering high Tier dungeons, so confident Mercenaries can enter at their own peril.
Dungeons will remain in their current state until you complete or fail the respective Contract. After completing/failing a Contract, the associated Dungeon will close down, and any loot or enemies left inside will be lost forever. You can safely deposit any loot right outside the dungeon. Distant dungeons will remain open until you open the chest in the boss room. Opening the boss room chest will trigger their closure and respawn timer.


If you didn't accept a Contract, cleared its associated dungeon, then sold (or otherwise disposed of) the quest item, the dungeon will currently NOT respawn. You will have to accept the Contract, wait until the timer runs out, and incur the reputation loss for failing a Contract (despite knowing the quest item is no longer available) in order to have the dungeon respawn.
==Dungeon Respawn==
Contract Dungeons will close after you complete or fail their corresponding Contract (and leave the dungeon entrance tile - if you are currently there or inside the Dungeon). Upon closing, any [[Loot]] or [[Enemies]] left inside will be lost forever. Distant Dungeons will remain open until you open the chest in the boss room. Opening the boss room chest will trigger their closure and respawn timer.


Closed dungeons will respawn automatically after 4 in-game days. For Contract dungeons, you can check the respawn with the Elder or Quartermaster - when the Dungeon respawns, they will once again offer a Contract for it.
* Contract Dungeons will re-open after a new Contract generates, this typically takes 3-4 days.
* Distant Dungeons will re-open depending on their difficulty, Tier 4 typically takes a week to respawn, Tier 5 typically takes two weeks to respawn.


If you didn't accept a Contract, cleared its associated Dungeon, then sold (or otherwise disposed of) the Quest Items, the Dungeon will currently NOT respawn. You will have to accept the Contract and finish it (or wait until the timer runs out and incur the penalty for failing) in order to have the Dungeon respawn.


===Dungeon Types===
=Dungeon Layout=
The dungeon type is decided at the start of a New Game. There are three main dungeon types.
Dungeons in Stoneshard use pre-made tilesets to construct each floor, but their configuration is randomly generated the first time you enter the Dungeon. After respawning, the Dungeon is generated again using the same rule. Therefore if you cleared a Bastion once, the same Bastion in the same spot on the Global Map will look different next respawn.


* Bastion
* Tier 1 and Tier 2 Dungeons always spawn with one floor.
* Crypt
* Tier 3 and higher Tier Dungeons spawn with two floors, this is the current maximum amount of floors.
* Catacombs


Their entrance, tileset, inhabitants and contents are strictly tied to the selected dungeon type. You won't find Bandits and food supplies in a Crypt, similarly you won't find Skeletons and Sarcophagi in a Bastion.
The mechanics of layout generation are currently unknown.
 
==Secret Rooms==
Each Dungeon starting from Tier 2 has a chance that a '''{{C|epic|Secret Room}}''' will generate in the Dungeon. Secret Rooms are special loot rooms that are not connected to other dungeon tilesets by usual means, instead the player must either passively detect the Secret Room by walking near it or by using the [[Examine Surroundings]] skill in the right place. Secret Rooms can spawn with various contents - freely placed items, corpses with loot, a treasure chest, etc.
 
Not all dungeons generate with a Secret Room. Currently chance is fixed at 5%, therefore finding a Secret Room is quite rare. This chance is calculated '''per Dungeon''', so two floor Dungeons have the same chance for having a Secret Room as one floor Dungeons.
 
Detecting a Secret Room is indicated by:
* The player character comments about it.
* A [[Combat Log]] message "'''X has found a Secret Room'''" will be displayed.
* A crack will appear in one of the Dungeon walls, allowing passage inside the Secret Room.
 
=Dungeon Conditions=
[[File:Dungeon modifier.png|thumb|Example of a Dungeon Modifier as seen on the Global Map]]
Dungeons can generate with certain negative effects that raise the Difficulty Tier of a Dungeon and apply a special condition, typically making the Dungeon more deadly. Each Dungeon Type has its own set of possible '''Dungeon Modifiers'''. Dungeon Modifiers have a chance to appear in Contract Dungeons upon Contract respawn. If the player fails a Contract, the next Contract Dungeon of the same Type as the failed Contract Dungeon is guaranteed to spawn with a Modifier. All Distant Dungeons always spawn with a Dungeon Modifier.
 
=Dungeon Types=
The Dungeon Type is decided at the start of Adventure Mode. There are three main dungeon types.
 
* '''Bastion'''
* '''Crypt'''
* '''Catacombs'''
 
Dungeon's entrance tile, tileset, structure, inhabitants, contents, modifiers are strictly tied to the selected Dungeon Type. You won't find Brigands and [[Food]] in a Crypt, similarly you won't find Skeletons in a Bastion.
 
==The Bastion==
[[File:BastionDng.png|thumb|]]


{{quote|This bastion once provided protection to the surrounding settlements, but now it's just a den of brigands and deserters, who use it as a base for their raids.}}


===Dungeon Layout===
The '''Bastions''' - old fortifications or broken down towers from the war period, abandoned by the [[Factions & Settlements#Factions|Factions]] who had to divert their resources elsewhere. When deserted, these reliable strongholds of the past now slowly decrepit in the calloused hands of irresponsible new owners - Bandits and Rebels, becoming the perfect hideout for them, both as their base of operations and as a place to store their [[Valuables]], [[Alcohol]] and their captives. A mercenary can expect to find [[Food]], [[Materials]], and some [[Medicine]] in abundance here.
Any dungeon can have between 1-2 floors. Dungeons in Stoneshard use pre-made tilesets to construct each floor, but their configuration is randomly generated. A new dungeon is constructed each reset cycle, therefore if you cleared a Bastion once, the same Bastion on the same spot will look different next week. You might find the same-looking hallway, but you will find it in a different place.


Dungeon tilesets can vary from small storage rooms to big open hallways. Different rooms are connected either by open space or by doors. All doors are randomly generated as locked or unlocked, and all rooms are always filled with randomly selected decorative objects and loot [[Containers]]. The selection of objects and containers is also specific to the Dungeon type.
The second floor of the Bastions, although somewhat more mossy and ruined, does not lose traces of the fortress's former grandeur.


The mechanics of layout generation are currently unknown.
Structurally, the Bastions consist of medium-sized rooms with frequent small rooms, fenced off with wooden partitions, and strong doors. Some rooms have a special purpose: forges, kennels, etc. Also here mercenary can find kitchens with [[Beverages#Water|Barrels of water]] and Cauldrons suitable for [[Cooking]] and brigand armories with [[Crafting|Workbenches]].


Bastions usually have several [[Enemies#Brigands|Brigands]] guarding the entrance.


===Secret Rooms===
Negative Situation related to Bastion - [[Situations#Dangerous Roads|Dangerous Roads]].
Any dungeon type can also generate with a '''{{C|epic|Secret Room}}'''. Secret Rooms are special rooms that are not connected to other dungeon tilesets by normal means, and cannot be discovered with [[Vision]] alone. Instead, the player must passively detect the Secret Room, either by walking past it or by using the [[Examine Surroundings]] basic skill. There is a 5% chance to generate a Secret Room per dungeon floor.


On a successful detection, the character will say that found something and a [[Combat Log]] message "'''X has found a Secret Room'''" will be displayed. Only then will the Secret Room become visible and accessible, usually through a crack in the wall.
Bastion is the first Dungeon type that mercenary will enter in the Adventure mode.


Secret Room are generated with the dungeon generation.
===Contract Bastions===
* Fort-At-The-Outskirts ([[Osbrook]])


Like other dungeon chests, the Secret room chest loot isn't fixed. If you save after generate a dungeon with a secret room. By reloading, you can change the loot to better suit your build.
===Distant Bastions===
* Fort Gray Falcon - '''Tier 5'''


''(careful to not open the chest before saving)''
===Bastion Modifiers===
* {{C|Unholy|Trapped Entrance}} - the entrance gate seals when you enter, re-open it by using the lever in one of the rooms inside the Dungeon.
* {{C|Unholy|Revelry}} - some Brigands have [[Drunkeness|Drunkeness I]] or Drugs Aftermath.
* {{C|Unholy|Iron Discipline}} - TODO
* {{C|Unholy|Hefty Stockpiles}} - TODO


Not all dungeons generate with a Secret Room. The mechanics of Secret Room generation are currently unknown.
===Bastion Secret Rooms===
<gallery mode="nolines">
File:BasSecret.png|thumb|
</gallery>


==The Crypt==
{{quote|During its pinnacle, the Triple Hand Order built numerous crypts across the entire Aldor to help the souls of the departed join with the Host.<br><br>Although the crypts used to be heavily guarded, they were completely abandoned after the war - something which malicious cults quickly took advantage of...}}


<li style="display: inline-block;"> [[File:Secret room1.jpg|640px|thumb|(1) Secret room in the Bastion]] </li>
The '''Crypts''' - spacious underground mausoleums consisting of several large halls leading to separate tombs, closed with stone slabs, the entrance to which can only be opened with a [[Crowbar]]. The dead did not find long-awaited peace in these cold corridors - Skeletons, Restless, Ghasts and other filth resurrected by the evil will of the necromancer pose an obvious threat to the mercenary. However, the crypts are filled with sarcophagi, coffins and burial urns, in which, with the right amount of luck, you can find enough [[Valuables]].
<li style="display: inline-block;"> [[File:Secret room2.jpg|640px|thumb|(2) Secret room in the Catacombs]] </li>


==The Bastion==
The second floor of the Crypts is a much less refined place than the decorated halls above: in some places the tiles give way to rough stone, debris and scattered bones are also not uncommon here.
[[File:BastionDng.png|thumb|The reliable stronghold of the past is now slowly decaying, decrepit in in the calloused hands of irresponsible owners-brigands.|640x363px]]
 
At night, [[Ghoul|Ghouls]] feast outside the Сrypt, so visiting the location at this time of day can be dangerous.


{{quote|This bastion once provided protection to the surrounding settlements, but now it's just a den of brigands and deserters, who use it as a base for their raids.}}
The Сrypts in the north of Aldor are made in a rather strict manner, but closer to the south, in the [[Biomes & Weather#Steppe|Steppes]], they look more like ancient burial mounds.


Bastions are old fortifications or broken down towers from the war period, abandoned by the factions who had to divert their resources elsewhere. When deserted, these forts became the ideal hideout for bandits [[File:Rebel.png|link=Rebel]][[File:Cutthroat.png|link=Cutthroat]] and rebels, who use them both as their bases of operations as well as the place to store their valuables and their captives. Humans (and their guard dogs) are the usual inhabitants. The places are commonly filled with beds, cupboards, shelves and storage boxes. Usually there's at least one kitchen with a nearby storage room. You can expect to find supplies like [[Beverages#Water_.26_Milk|Water]], [[Food]], [[Beverages]] and some [[Medicine]].
Negative Situation related to Сrypt - [[Situations#Nightmares|Nightmares]].


Bastions usually have several [[Enemies#Brigands|Brigands]] guarding the entrance, but in rare cases you can find the entrance unguarded.
===Contract Crypts===
* Old Grave ([[Osbrook]])


Bastion is most likely the first dungeon type that you'll enter in the Adventure mode.
===Distant Crypts===
* Last Breath - '''Tier 4'''
* Bernarhof's Cenotaph - '''Tier 4'''
* Triple Hand Necropolis - '''Tier 5'''


TODO
===Crypt Modifiers===
{| class="stoneshard" style="margin: auto; text-align: center;"
* {{C|Unholy|Trapped Entrance}} - the entrance gate seals when you enter, re-open it by using the lever in one of the rooms inside the Dungeon.
! Difficulty
* {{C|Unholy|Miasmas}} - increasing [[Hunger, Thirst & Intoxication|Intoxication]], can cause [[Coughing]].
! Ennemies
* {{C|Unholy|Maddening Whisper}} - lowering [[Morale]] and [[Sanity]], can falsely show enemies outside [[Vision]].
! Contracts
* {{C|Unholy|Blasphemous Ritual}} - dead [[Enemies]] can be resurrected randomly.
|-
* {{C|Unholy|Restless Spirits}} - high chance to summon [[Wraith]] when you open sarcophagus.
| Low level Bastion
| [[Goon]]<br>[[Enforcer]]<br>[[Poacher]]<br>[[Thug]]<br>[[Rebel]]
| [[Intercepted Reports]]<br>[[Captive Emissary]]<br>[[Captured Merchant]]<br>[[Bandit's Den]]
|-
| Medium level Bastion
| [[Goon]]<br>[[Enforcer]]<br>[[Poacher]]<br>[[Thug]]<br>[[Rebel]]<br>[[Rogue Pyromancer]]<br>[[Marauder]]<br>[[Turncoat]]<br>[[Henchman]]<br>[[Crook]]<br>[[Mancatcher]]<br>[[Renegade]]
| [[Captive Emissary]]<br>[[Captured Merchant]]<br>[[Alchemy Kit]]
|-
| High level Bastion
| TODO
|
|}


===Crypt Secret Rooms===
<gallery mode="nolines">
File:CrySecret.png|thumb|
</gallery>


==The Catacombs==
==The Catacombs==
{{quote|The many ruins of monasteries, abbeys, and chapels is what remains of the time when Aldor was ruled by hierophants rather than kings,<br><br>Over the last few years, most of these places became the center of troubling rumors - locals do their best to avoid them.}}
{{quote|The many ruins of monasteries, abbeys, and chapels is what remains of the time when Aldor was ruled by hierophants rather than kings,<br><br>Over the last few years, most of these places became the center of troubling rumors - locals do their best to avoid them.}}


Catacombs are usually basements or underground rooms of abandoned buildings or destroyed churches during the war. [[Enemies#Secret Cults (Proselytes)|Proselytes]] of the Crimson Covenant [[File:Tormentor.png|link=Tormentor]][[File:Toller.png|link=Toller]] often seek them out and turn them into slaughterhouses where they hold unwilling human captives and perform their bloody rituals. If you dare to enter these places, expect to find lots of blood, some torturing machines and a bunch of very angry vampires.
The '''Catacombs''' - underground chambers of abandoned or destroyed monasteries. However, after the outbreak of the Crimson Plague, the smell of dried blood has settled forever in these holy walls, and with it, horrors unimaginable to the average person. Scriptoria and libraries were turned into slaughterhouses by bloodthirsty monsters that had lost their human appearance - [[Enemies#Secret Cults (Proselytes)|Proselytes]] who kidnapped local people for their terrible rituals. But if a mercenary takes measures to avoid bleeding to death in the cursed dungeons, he will receive a worthy reward - monasteries have always treated their wealth with special attention. Also in the Catacombs mercenary can find lecterns with [[Treatises]].


TODO
The deeper the mercenary descends into the cellars of the monastery, the more tense the atmosphere. And no wonder: it was here that the victims of the incurable disease that struck this land suffered, died, and ''changed''.
{| class="stoneshard" style="margin: auto; text-align: center;"
! Difficulty
! Ennemies
! Contracts
|-
| Medium level Catacombs
| [[Proselyte Harbinger]]<br>[[Proselyte Hierarch]]<br>[[Proselyte Immolated]]<br>[[Proselyte Outcast]]<br>[[Proselyte Adept]]<br>[[Proselyte Chosen]]<br>[[Proselyte Tormentor]]<br>[[Proselyte Flagellant]]<br>[[Dungeon Bat]]<br>[[Giant Rat]]<br>Proselyte Boss
| [[Forgotten Tome]]<br>
|-
| High level Catacombs
| TODO
|
|}


Structurally, the Catacombs are large halls divided by carved double doors. Smaller branches lead to the monastery's workrooms with [[Crafting|Workbenches]] and storage areas on the first floor, and to the infirmaries, where mercenary can find a variety of [[Medicine]], on the second.


==The Crypt==
From the outside, the Catacombs are safe: only overgrown ruins, silence and... corpses with some [[Loot]].
{{quote|During its pinnacle, the Triple Hand Order built numerous crypts across the entire Aldor to help the souls of the departed join with the Host.<br><br>Although the crypts used to be heavily guarded, they were completely abandoned after the war -something which malicious cults quickly took advantage of...}}
 
Crypts are underground graveyards and tunnels that once perhaps served a different purpose, but now only the [[Enemies#Secret Cults (Undead)|restless dead]] [[File:Skeleton Footman.png|link=Skeleton Footman]][[File:Accursed Ghast.png|link=Accursed Ghast]] and their masters roam these cold corridors. However, daring adventurers might seek the riches buried in the coffins of wealthy deceased. Crypts are usually filled with sarcophagi and vases with belongings of the dead. However, with the rise of Necromantic magic in [[Aldor]], these Unholy practitioners have entered the Crypts to test their magic powers, raising Skeletons, Zombies, [[Ghoul|Ghouls]] and the like to do their bidding. Expect foul stench, battle-ready corpses and perhaps some incorporeal beings if you decide to enter.
Negative Situation related to Catacombs - [[Situations#Pestilence|Pestilence]].
 
===Contract Catacombs===
* Pilgrim's Rest ([[Osbrook]])
 
===Distant Catacombs===
* Monastery of the Host Inextinguishable - '''Tier 4'''
* Chapel of the Holy Terror - '''Tier 5'''


TODO
===Catacombs Modifiers===
{| class="stoneshard" style="margin: auto; text-align: center;"
* {{C|Unholy|Trapped Entrance}} - the entrance gate seals when you enter, re-open it by using the lever in one of the rooms inside the Dungeon.
! Difficulty
* {{C|Unholy|Summoning Ritual}} - summoning circles that spawn [[Blood Golem|Blood Golems]] scattered across dungeon, step on it to erase the ritual circle.
! Ennemies
* {{C|Unholy|Blood Hex}} - give blood hex condition (-13% [[Bleed Resistance|bleed resistance]], -26% [[Healing Efficiency|healing efficiency]]), can cause [[Bleeding]].
! Contracts
* {{C|Unholy|Cannibalistic Frenzy}} - grants all enemies [[Cannibalistic Craze]].
|-
* {{C|Unholy|Rite of Ascension}} - TODO
| Medium level Crypt
| [[Small Ghoul]]<br>[[Skeleton Swordsman]]<br>[[Skeleton Maceman]]<br>[[Skeleton Spearman]]<br>[[Skeleton Axeman]]<br>[[Skeleton Footman]]<br>[[Skeleton Bowman]]<br>[[Skeleton Guard]]<br>[[Skeleton Militiaman]]<br>[[Skeleton Defender]]<br>[[Restless Peasant]]<br>[[Restless Guard]]<br>[[Wraith]]<br>[[Giant Rat]]<br>[[Dungeon Bat]]<br>[[Ghast]]
| [[Stolen Grimoire]]<br>[[Source of Corruption]]<br>[[Unholy Ritual]]<br>[[Mysterious Glow]]<br>[[Lost Relic]]
|-
| High level Crypt
| TODO
|
|}


===Catacombs Secret Rooms===
<gallery mode="nolines">
File:CatSecret1.png|thumb|
</gallery>


{{Template:Navigation||plain}}
{{Template:Navigation||plain}}
[[Category:Stoneshard]]
[[Category:Stoneshard]]

Latest revision as of 12:38, 13 March 2025

Dungeons in Stoneshard are the lair of the Enemies. Containing various monsters, these areas are the most dangerous (and also most interesting) places to explore.



Dungeon Basics

There are two types of Dungeons:

  • Contract Dungeons
  • Distant Dungeons


Contract Dungeons

Example of a Dungeon description on the Global Map

Contract Dungeons are always tied to Contracts. Each Contract Dungeon should always be connected to their respective town via a road. Their position on the map is randomly generated in every playthrough, although they should always generate in the vicinity of their respective town (ie. Mannshire dungeon won't be closer to Osbrook than to Mannshire). All Dungeons have fixed names and the dialogue about a Contract will always mention the Dungeon's name.

Contract Dungeons can be found near:

Distant Dungeons

Distant Dungeons are optional Dungeons, typically of higher difficulty than the Contract Dungeons. This type of Dungeon doesn't come with a Contract and is not connected by a road. Their position on the map is also randomly generated and their names are also fixed.

Distant Dungeons can be found by:

Difficulty Tiers

Example of Dungeon Tiers in a dialogue

Each dungeon has a Difficulty Tier ranging from 1 to 5, this is displayed as the amount of skulls next to a Dungeon's name. Tier dictates what kinds of Enemies and what kind of Loot can spawn in the dungeon. You can check the Tier when you hover a Dungeon on the Global Map, and the skulls are also shown in the dialogue window when selecting a Contract. The Tier of a Dungeon can change after it respawns.

Currently, the possible Dungeon Tiers are:

  • - Tier 1
  • - Tier 2
  • - Tier 3
  • - Tier 4
  • - Tier 5

Dungeon Tier doesn't take your level or your gear into account. Contract Dungeons' Tier follows the current game progression: Osbrook -> Mannshire -> Rotten Willow Tavern -> Denbrie. Distant Dungeons don't follow this rule - a Dungeon without road near Osbrook can be a Tier 5 Dungeon. There are no level restrictions for entering high Tier dungeons, so confident Mercenaries can enter at their own peril.

Dungeon Respawn

Contract Dungeons will close after you complete or fail their corresponding Contract (and leave the dungeon entrance tile - if you are currently there or inside the Dungeon). Upon closing, any Loot or Enemies left inside will be lost forever. Distant Dungeons will remain open until you open the chest in the boss room. Opening the boss room chest will trigger their closure and respawn timer.

  • Contract Dungeons will re-open after a new Contract generates, this typically takes 3-4 days.
  • Distant Dungeons will re-open depending on their difficulty, Tier 4 typically takes a week to respawn, Tier 5 typically takes two weeks to respawn.

If you didn't accept a Contract, cleared its associated Dungeon, then sold (or otherwise disposed of) the Quest Items, the Dungeon will currently NOT respawn. You will have to accept the Contract and finish it (or wait until the timer runs out and incur the penalty for failing) in order to have the Dungeon respawn.

Dungeon Layout

Dungeons in Stoneshard use pre-made tilesets to construct each floor, but their configuration is randomly generated the first time you enter the Dungeon. After respawning, the Dungeon is generated again using the same rule. Therefore if you cleared a Bastion once, the same Bastion in the same spot on the Global Map will look different next respawn.

  • Tier 1 and Tier 2 Dungeons always spawn with one floor.
  • Tier 3 and higher Tier Dungeons spawn with two floors, this is the current maximum amount of floors.

The mechanics of layout generation are currently unknown.

Secret Rooms

Each Dungeon starting from Tier 2 has a chance that a Secret Room will generate in the Dungeon. Secret Rooms are special loot rooms that are not connected to other dungeon tilesets by usual means, instead the player must either passively detect the Secret Room by walking near it or by using the Examine Surroundings skill in the right place. Secret Rooms can spawn with various contents - freely placed items, corpses with loot, a treasure chest, etc.

Not all dungeons generate with a Secret Room. Currently chance is fixed at 5%, therefore finding a Secret Room is quite rare. This chance is calculated per Dungeon, so two floor Dungeons have the same chance for having a Secret Room as one floor Dungeons.

Detecting a Secret Room is indicated by:

  • The player character comments about it.
  • A Combat Log message "X has found a Secret Room" will be displayed.
  • A crack will appear in one of the Dungeon walls, allowing passage inside the Secret Room.

Dungeon Conditions

Example of a Dungeon Modifier as seen on the Global Map

Dungeons can generate with certain negative effects that raise the Difficulty Tier of a Dungeon and apply a special condition, typically making the Dungeon more deadly. Each Dungeon Type has its own set of possible Dungeon Modifiers. Dungeon Modifiers have a chance to appear in Contract Dungeons upon Contract respawn. If the player fails a Contract, the next Contract Dungeon of the same Type as the failed Contract Dungeon is guaranteed to spawn with a Modifier. All Distant Dungeons always spawn with a Dungeon Modifier.

Dungeon Types

The Dungeon Type is decided at the start of Adventure Mode. There are three main dungeon types.

  • Bastion
  • Crypt
  • Catacombs

Dungeon's entrance tile, tileset, structure, inhabitants, contents, modifiers are strictly tied to the selected Dungeon Type. You won't find Brigands and Food in a Crypt, similarly you won't find Skeletons in a Bastion.

The Bastion

BastionDng.png
This bastion once provided protection to the surrounding settlements, but now it's just a den of brigands and deserters, who use it as a base for their raids.

The Bastions - old fortifications or broken down towers from the war period, abandoned by the Factions who had to divert their resources elsewhere. When deserted, these reliable strongholds of the past now slowly decrepit in the calloused hands of irresponsible new owners - Bandits and Rebels, becoming the perfect hideout for them, both as their base of operations and as a place to store their Valuables, Alcohol and their captives. A mercenary can expect to find Food, Materials, and some Medicine in abundance here.

The second floor of the Bastions, although somewhat more mossy and ruined, does not lose traces of the fortress's former grandeur.

Structurally, the Bastions consist of medium-sized rooms with frequent small rooms, fenced off with wooden partitions, and strong doors. Some rooms have a special purpose: forges, kennels, etc. Also here mercenary can find kitchens with Barrels of water and Cauldrons suitable for Cooking and brigand armories with Workbenches.

Bastions usually have several Brigands guarding the entrance.

Negative Situation related to Bastion - Dangerous Roads.

Bastion is the first Dungeon type that mercenary will enter in the Adventure mode.

Contract Bastions

Distant Bastions

  • Fort Gray Falcon - Tier 5

Bastion Modifiers

  • Trapped Entrance - the entrance gate seals when you enter, re-open it by using the lever in one of the rooms inside the Dungeon.
  • Revelry - some Brigands have Drunkeness I or Drugs Aftermath.
  • Iron Discipline - TODO
  • Hefty Stockpiles - TODO

Bastion Secret Rooms

The Crypt

During its pinnacle, the Triple Hand Order built numerous crypts across the entire Aldor to help the souls of the departed join with the Host.

Although the crypts used to be heavily guarded, they were completely abandoned after the war - something which malicious cults quickly took advantage of...

The Crypts - spacious underground mausoleums consisting of several large halls leading to separate tombs, closed with stone slabs, the entrance to which can only be opened with a Crowbar. The dead did not find long-awaited peace in these cold corridors - Skeletons, Restless, Ghasts and other filth resurrected by the evil will of the necromancer pose an obvious threat to the mercenary. However, the crypts are filled with sarcophagi, coffins and burial urns, in which, with the right amount of luck, you can find enough Valuables.

The second floor of the Crypts is a much less refined place than the decorated halls above: in some places the tiles give way to rough stone, debris and scattered bones are also not uncommon here.

At night, Ghouls feast outside the Сrypt, so visiting the location at this time of day can be dangerous.

The Сrypts in the north of Aldor are made in a rather strict manner, but closer to the south, in the Steppes, they look more like ancient burial mounds.

Negative Situation related to Сrypt - Nightmares.

Contract Crypts

Distant Crypts

  • Last Breath - Tier 4
  • Bernarhof's Cenotaph - Tier 4
  • Triple Hand Necropolis - Tier 5

Crypt Modifiers

  • Trapped Entrance - the entrance gate seals when you enter, re-open it by using the lever in one of the rooms inside the Dungeon.
  • Miasmas - increasing Intoxication, can cause Coughing.
  • Maddening Whisper - lowering Morale and Sanity, can falsely show enemies outside Vision.
  • Blasphemous Ritual - dead Enemies can be resurrected randomly.
  • Restless Spirits - high chance to summon Wraith when you open sarcophagus.

Crypt Secret Rooms

The Catacombs

The many ruins of monasteries, abbeys, and chapels is what remains of the time when Aldor was ruled by hierophants rather than kings,

Over the last few years, most of these places became the center of troubling rumors - locals do their best to avoid them.

The Catacombs - underground chambers of abandoned or destroyed monasteries. However, after the outbreak of the Crimson Plague, the smell of dried blood has settled forever in these holy walls, and with it, horrors unimaginable to the average person. Scriptoria and libraries were turned into slaughterhouses by bloodthirsty monsters that had lost their human appearance - Proselytes who kidnapped local people for their terrible rituals. But if a mercenary takes measures to avoid bleeding to death in the cursed dungeons, he will receive a worthy reward - monasteries have always treated their wealth with special attention. Also in the Catacombs mercenary can find lecterns with Treatises.

The deeper the mercenary descends into the cellars of the monastery, the more tense the atmosphere. And no wonder: it was here that the victims of the incurable disease that struck this land suffered, died, and changed.

Structurally, the Catacombs are large halls divided by carved double doors. Smaller branches lead to the monastery's workrooms with Workbenches and storage areas on the first floor, and to the infirmaries, where mercenary can find a variety of Medicine, on the second.

From the outside, the Catacombs are safe: only overgrown ruins, silence and... corpses with some Loot.

Negative Situation related to Catacombs - Pestilence.

Contract Catacombs

Distant Catacombs

  • Monastery of the Host Inextinguishable - Tier 4
  • Chapel of the Holy Terror - Tier 5

Catacombs Modifiers

  • Trapped Entrance - the entrance gate seals when you enter, re-open it by using the lever in one of the rooms inside the Dungeon.
  • Summoning Ritual - summoning circles that spawn Blood Golems scattered across dungeon, step on it to erase the ritual circle.
  • Blood Hex - give blood hex condition (-13% bleed resistance, -26% healing efficiency), can cause Bleeding.
  • Cannibalistic Frenzy - grants all enemies Cannibalistic Craze.
  • Rite of Ascension - TODO

Catacombs Secret Rooms

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