Difference between revisions of "Dungeons"

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=Dungeon Basics=
=Dungeon Basics=
There are two types of Dungeons:
There are two types of Dungeons:
* Contract Dungeons
* '''Contract Dungeons'''
* Distant Dungeons
* '''Distant Dungeons'''




Line 30: Line 30:
* Hearing about them in random [[Points of Interest#Rumours|Rumours]]
* Hearing about them in random [[Points of Interest#Rumours|Rumours]]
* Asking about Abandoned Forts and Dungeons at [[Skinflint Homs]]
* Asking about Abandoned Forts and Dungeons at [[Skinflint Homs]]
* Receive a Rumor from an NPC as a quest reward ([[Marlo]] or [[Venemist]])


==Difficulty Tiers==
==Difficulty Tiers==
Line 45: Line 46:


==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.
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.
* Contract Dungeons will re-open after a new Contract generates, this typically takes 3-4 days.
Line 52: Line 53:
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.
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 Adventure Mode. There are three main dungeon types.
 
* '''Bastions'''
* '''Crypts'''
* '''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.
 
==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.
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.


Line 69: Line 61:
The mechanics of layout generation are currently unknown.
The mechanics of layout generation are currently unknown.


===Secret Rooms===
==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.
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.


Line 79: Line 71:
* A crack will appear in one of the Dungeon walls, allowing passage inside the Secret Room.
* A crack will appear in one of the Dungeon walls, allowing passage inside the Secret Room.


'''Bastion Secret Rooms'''
=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.}}
 
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.
 
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 [[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.
 
Negative Situation related to Bastion - [[Situations#Dangerous Roads|Dangerous Roads]].
 
Bastion is the first Dungeon type that mercenary will enter in the Adventure mode.
 
===Contract Bastions===
* Fort-At-The-Outskirts ([[Osbrook]])
 
===Distant Bastions===
* Fort Gray Falcon - '''Tier 5'''
 
===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
 
===Bastion Secret Rooms===
<gallery mode="nolines">
<gallery mode="nolines">
File:BasSecret.png|thumb|
File:BasSecret.png|thumb|
</gallery>
</gallery>


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


'''Catacombs Secret Rooms'''
At night, [[Ghoul|Ghouls]] feast outside the Сrypt, so visiting the location at this time of day can be dangerous.
<gallery mode="nolines">
File:CatSecret1.png|thumb|
</gallery>


==Dungeon Conditions==
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.
[[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.


List of possible Dungeon Modifiers:
Negative Situation related to Сrypt - [[Situations#Nightmares|Nightmares]].


===Bastion Modifiers===
===Contract Crypts===
* Old Grave ([[Osbrook]])


* {{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.
===Distant Crypts===
* Last Breath - '''Tier 4'''
* Bernarhof's Cenotaph - '''Tier 4'''
* Triple Hand Necropolis - '''Tier 5'''


===Crypt Modifiers===
===Crypt 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|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|Miasma}} - increasing [[Hunger, Thirst & Intoxication|Intoxication]], can cause [[Coughing]].
* {{C|Unholy|Miasmas}} - increasing [[Hunger, Thirst & Intoxication|Intoxication]], can cause [[Coughing]].
* {{C|Unholy|Maddening Whisper}} - lowering [[Morale]] and [[Sanity]], can falsely showing enemies outside [[Vision]].
* {{C|Unholy|Maddening Whisper}} - lowering [[Morale]] and [[Sanity]], can falsely show enemies outside [[Vision]].
* {{C|Unholy|Blasphemous Ritual}} - dead [[Enemies]] can be resurrected randomly.
* {{C|Unholy|Blasphemous Ritual}} - dead [[Enemies]] can be resurrected randomly.
* {{C|Unholy|Restless Spirit}} - high chance to summon [[Wraith]] when you opened tomb.
* {{C|Unholy|Restless Spirits}} - high chance to summon [[Wraith]] when you open sarcophagus.
 
===Crypt Secret Rooms===
<gallery mode="nolines">
File:CrySecret.png|thumb|
</gallery>


===Catacombs Modifiers===
==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.}}


* {{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.
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]].
* {{C|Unholy|Summoning Ritual}} - summoning circles that spawn [[Blood Golem|Blood Golems]] scattered across dungeon, step on it to erase the ritual circle.
* {{C|Unholy|Blood Hex}} - give blood hex condition (-13% [[Bleed Resistance|bleed resistance]], -26% [[Healing Efficiency|healing efficiency]]), can cause [[Bleeding]].
* {{C|Unholy|Cannibalistic Frenzy}} - TODO
* TODO


=The Bastion=
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''.
[[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]]


{{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.}}
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.


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


Bastions usually have several [[Enemies#Brigands|Brigands]] guarding the entrance, but in rare cases you can find the entrance unguarded.  
Negative Situation related to Catacombs - [[Situations#Pestilence|Pestilence]].


Bastion is most likely the first dungeon type that you'll enter in the Adventure mode.
===Contract Catacombs===
{{Clear}}
* Pilgrim's Rest ([[Osbrook]])


=The Catacombs=
===Distant 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.}}
* Monastery of the Host Inextinguishable - '''Tier 4'''
* Chapel of the Holy Terror - '''Tier 5'''


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.
===Catacombs 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|Summoning Ritual}} - summoning circles that spawn [[Blood Golem|Blood Golems]] scattered across dungeon, step on it to erase the ritual circle.
* {{C|Unholy|Blood Hex}} - give blood hex condition (-13% [[Bleed Resistance|bleed resistance]], -26% [[Healing Efficiency|healing efficiency]]), can cause [[Bleeding]].
* {{C|Unholy|Cannibalistic Frenzy}} - grants all enemies [[Cannibalistic Craze]].
* {{C|Unholy|Rite of Ascension}} - TODO


=The Crypt=
===Catacombs Secret Rooms===
{{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...}}
<gallery mode="nolines">
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, [[Restless]], [[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.
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

Page last edited during patch: 0.9.1.19