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Dungeons in Stoneshard are the lair of the enemy. Containing various monsters from [[Giant Rat]]s and [[Thug]]s to [[Vampire Lord]]s and [[Necromancer]]s, 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 certain [[Contracts]] offered by the vilage elders. The elder will always mention the Dungeon name in his speech. Dungeon names can be both randomly generated and fixed, therefore it is a good idea to check out the Dungeon names and their Danger level before accepting a Contract.
There are two types of Dungeons:
* '''Contract Dungeons'''
* '''Distant Dungeons'''


Every dungeon is visible on the [[Local Map]] from the start of the game. When you mouseover a dungeon, the map displays its name and the Danger level, which ties to your current character's level.


All dungeons will reset every 4 in-game days.
==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.


Contract Dungeons can be found near:
* [[Osbrook]]
* [[Mannshire]]
* [[Denbrie]]
* [[Rotten Willow Tavern]]


===Dungeon Tier===
==Distant Dungeons==
The dungeon tier, or 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 [[Local Map]].
'''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:
* '''{{C|negative|Very High}}'''
* Exploring the map
* '''{{C|negative|High}}'''
* Using [[Maps]]
* '''{{C|orange|Medium}}'''
* [[Scouting]]
* '''{{C|positive|Low}}'''
* 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]])


There is no level-scaling in Stoneshard. A low level character will see more dungeons with '''{{C|negative|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|Low}}''' Danger. 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|negative|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.


The detailed mechanics of dungeon tier generation are currently unknown.
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 Types===
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.
The dungeon type is decided at the start of a New Game. There are three main dungeon types.


* Bastion
==Dungeon Respawn==
* Crypt
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.
* Catacombs


In the current version of Early Access, Stoneshard always generates 7 dungeons, usually three Bastions, two Crypts and two Catacombs (need further confirmation). Their placement is randomized, but 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.
* 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===
=Dungeon Layout=
Any dungeon can have between 1-3 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.
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.


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.
* 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.
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.


===Secret Rooms===
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.  
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.
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.


Not all dungeons generate with a Secret Room. The mechanics of Secret Room generation are currently unknown.
=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 four main dungeon types.


<gallery>
* '''Bastion'''
File:Secret room1.jpg|Secret room in the Bastion
* '''Crypt'''
File:Secret room2.jpg|Secret room in the Catacombs
* '''Catacombs'''
* '''Cave'''
 
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:Bastion.webm|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. 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 reinforced doors and [[Crafting|Workbenches]] inside.
 
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.
 
===Bastion Contracts===
* [[Captive Emissary]]
* [[Bounty Hunt]]
* [[Bandit Den]]
* [[Underground Workshops]]
* [[Stolen Shipment]]
* [[Hostage Rescue]]
 
===Contract Bastions===
* Fort-At-The-Outskirts ([[Osbrook]])
* Three Shields Forepost ([[Mannshire]])
* Crooked Tower ([[Denbrie]])
* Margrave's Bastion ([[Rotten Willow Tavern]])
 
===Distant Bastions===
* Fort Etbert — '''Tier 4'''
* 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.
{{quote|I've been told that the first few scouts who ventured there triggered a trap of some kind and never made it back. So keep that in mind.}}
* '''{{C|Unholy|Revelry}}''' — some Brigands have Drugs Effect/Aftermath or [[Drunkenness|Drunkenness I]].
{{quote|Only a few days ago, these scoundrels raided a large, wealthy caravan. Obviously, that called for a celebration — so now half the gang can barely stay on their feet.}}
* '''{{C|Unholy|Iron Discipline}}''' — grants enemies [[Iron Discipline]].
{{quote|Some say this gang isn't just your average riff-raff, but battle-hardened veterans of several campaigns. So if they truly know how to fight together, letting them swarm you all at once is bound to end badly.}}
* '''{{C|Unholy|Hefty Stockpiles}}''' — grants enemies ability to use some consumables, tools and throwing weapons.
{{quote|The bastion they took over had cellars stocked with all kinds of combat supplies. I have a hunch these fellows didn't let them go to waste.}}
 
===Bastion Secret Rooms===
<gallery mode="nolines">
File:BasSecret.png|thumb|
File:BasSecret2.png|thumb|
File:BasSecret3.png|thumb|
File:BasSecret4.png|thumb|
</gallery>
</gallery>


==The Crypt==
[[File:Crypt.mp4|thumb|]]
{{quote|During its pinnacle, the Triune 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...}}
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 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.
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 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]].
 
At night, [[Ghoul|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 [[Biomes & Weather#Steppe|Steppes]], they look more like ancient burial mounds.
 
Negative Situation related to Сrypt — [[Situations#Nightmares|Nightmares]].
 
===Сrypt Contracts===
* [[Cleansing Ritual]]
* [[Restless Crypt]]
* [[Undead Tide]]
* [[Stolen Grimoire]]
* [[Unholy Manuscripts]]
* [[Ominous Light]]


Bastion is most likely the first dungeon type that you'll enter in the Adventure mode. Current Early Access version contains three Bastion-type dungeons, each with a different difficulty level.
===Contract Crypts===
* Old Grave ([[Osbrook]])
* Raven Hill ([[Mannshire]])
* Bone Mound ([[Denbrie]])
* Black Retreat ([[Rotten Willow Tavern]])


{| class="stoneshard" style="margin: auto; text-align: center;"
===Distant Crypts===
! Difficulty
* Last Breath — '''Tier 4'''
! Ennemies
* Bernarhof's Cenotaph — '''Tier 4'''
! Contracts
* Triune Hand Necropolis — '''Tier 5'''
|-
| 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>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 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.
{{quote|I've been told that the first few scouts who ventured there triggered a trap of some kind and never made it back. So keep that in mind.}}
* '''{{C|Unholy|Miasmas}}''' - increasing [[Hunger, Thirst & Intoxication|Intoxication]], can cause [[Coughing]].
* '''{{C|Unholy|Maddening Whisper}}''' — lowering [[Morale]] and [[Sanity]], can falsely show enemies outside [[Vision]].
{{quote|It's not a place for the faint of spirit. No matter what happens, don't give in to the whispers and promises that emerge from the shadows — they'll lead you to your grave.}}
* '''{{C|Unholy|Blasphemous Ritual}}''' — dead [[Enemies]] can be resurrected randomly.
{{quote|I don't know what manner of sorcery desecrated that crypt's halls, but our attempts at reclaiming it have yet to amount to anything — the undead just keep rising over and over on their own.}}
* '''{{C|Unholy|Restless Spirits}}''' — high chance to summon [[Wraith]] when you open sarcophagus.
{{quote|Rumor has it, some vile sorcery disturbed the eternal rest of everyone buried in that crypt. Those who don't obey the warlock directly now stalk the halls as wraiths… A gruesome fate.}}
===Crypt Secret Rooms===
<gallery mode="nolines">
File:CrySecret.png|thumb|
File:CrySecret2.png|thumb|
File:CrySecret3.png|thumb|
File:CrySecret4.png|thumb|
File:CrySecret5.png|thumb|
File:CrySecret6.png|thumb|
</gallery>


==The Catacombs==
==The Catacombs==
Catacombs are usually basements or underground rooms of abandoned buildings or destroyed churches during the war. Proselytes of the Crimson Covenant 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.
[[File:Catacombs.webm|thumb|]]
{{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.}}
 
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]].
 
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 [[Crafting|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 — [[Situations#Pestilence|Pestilence]].
 
===Catacombs Contracts===
* [[Rumors of Bloodsuckers]]
* [[Echoes of the Plague]]
* [[Corpse Stench]]
* [[Lost Relic]]
* [[Fate of the Scouting Party]]
* [[Mysterious Disappearances]]
 
===Contract Catacombs===
* Pilgrim's Rest ([[Osbrook]])
* Chapel of the Guiding Star ([[Mannshire]])
* Brotherly Abode ([[Denbrie]])
* Cenobium of the Triune Host ([[Rotten Willow Tavern]])
 
===Distant Catacombs===
* Monastery of the Host Inextinguishable — '''Tier 4'''
* Chapel of the Holy Terror — '''Tier 5'''
 
===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.
{{quote|I've been told that the first few scouts who ventured there triggered a trap of some kind and never made it back. So keep that in mind.}}
* '''{{C|Unholy|Summoning Ritual}}''' — summoning circles [[File:Summoning Rune.png]] 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]], -26% [[Healing Efficiency]]), can cause [[Bleeding]].
{{quote|Our scouts reported that the air there is stagnant, heavy, and reeks of stale blood. Taking in more than a few breaths somehow makes old wounds open anew…}}
* '''{{C|Unholy|Cannibalistic Frenzy}}''' — grants all enemies [[Cannibalistic Craze]].
* '''{{C|Unholy|Rite of Ascension}}''' — grants enemies [[Ascension]]. To get rid of the effect, you need to clear the room with the ritual octagram and the six [[Enemies#Secret Cults (Proselytes)|Proselites]] inside. The growing whisper will indicate the proximity of the room.
 
===Catacombs Secret Rooms===
<gallery mode="nolines">
File:CatSecret1.png|thumb|
File:CatSecret2.png|thumb|
File:CatSecret3.png|thumb|
File:CatSecret4.png|thumb|
File:CatSecret5.png|thumb|
</gallery>
 
==The Cave==
{{quote|An intricate system of caves and underground passages — a common sight in Aldor, the realm surrounded by impenetrable mountains.}}
 
The '''Caves''' — optional locations that are something between Dungeons and [[Points of Interest]]. They are always represented by only one floor. The main [[Loot]] in them are [[Ore Vein|Ore Veins]] as well as [[Ingredients|rare mushrooms and herbs]]. Occasionally, mercenary will come across piles of bones and the remains of less fortunate adventurers, which often hold valuable items. The Сaves are not tied to one faction of [[Enemies]] and their inhabitants can be very different, sometimes in the tunnels can be found representatives of two different factions of enemies at the same time. However, [[Bat Swarm|Bat Swarms]] are spread almost everywhere.


Catacombs can come with two difficulty levels.
Caves are divided into three types, each with their own visuals and enemy and loot content.


{| class="stoneshard" style="margin: auto; text-align: center;"
===Regular Caves===
! Difficulty
'''Regular Caves''' are beast (from [[Wolf|Wolves]] to [[Young Troll|Young Trolls]]) lairs or bandit hideouts.
! 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
| Source Of Corruption
|-
| High level Catacombs
| TODO
|
|}


Flora: [[Silverleaf]], [[Spider Vine]], [[Pale Puffball]], [[Rotbloom]], [[Azurecap]].


==The Crypt==
===Mines===
Crypts are underground graveyards and tunnels that once perhaps served a different purpose, but now only the restless dead 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]]s and the like to do their bidding. Expect foul stench, battle-ready corpses and perhaps some incorporeal beings if you decide to enter.
'''Mines''' are shafts and adits abandoned due to war. Most often, they are inhabited by [[Enemies#Brigands|Brigands]], but inside mercenary can also meet various types of underground monstrosities, such as [[Crawler|Crawlers]]. In the mines can be found Campfires and [[Beverages#Water|Barrels of water]], as well as containers with [[Loot]]. [[Ore Vein|Ore Veins]] are common is the mines.
 
Flora: [[Spider Vine]], [[Pale Puffball]], [[Azurecap]].
 
===Overgrown Caves===
'''Overgrown Caves''' are ancient mossy tunnels in which can be found the ruins of Axonian burials. Their natural inhabitants are [[Enemies#The Hive|Rockeaters]].


Crypt can spawn with two different difficulty levels.
Flora: [[Silverleaf]], [[Marble Truffle]], [[Pale Puffball]], [[Rotbloom]], [[Honey Hyssop]].


{| class="stoneshard" style="margin: auto; text-align: center;"
===List Of Caves===
! Difficulty
* [[Smoky Tunnel]]
! Ennemies
* [[Storm Hollow]]
! Contracts
* [[Rusty Mine]]
|-
* [[Mossy Ledge]]
| Medium level Crypt
* [[Three Knives Hideout]]
| 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>Restless Wraith<br>Giant Rat<br>Dungeon Bat<br>Ghast
* [[Raven Cleft]]
| Stolen Grimoire
* [[Beast Burrow]]
|-
* [[Olaf's Shaft]]
| High level Crypt
* [[Damp Ravine]]
| TODO
* [[Gnarly Ash]]
|
|}


===Cave Secret Rooms===
<gallery mode="nolines">
File:CavSecret1.png|thumb|
File:CavSecret2.png|thumb|
File:CavSecret3.png|thumb|
File:CavSecret4.png|thumb|
</gallery>


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

Latest revision as of 19:19, 27 September 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 four main dungeon types.

  • Bastion
  • Crypt
  • Catacombs
  • Cave

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

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. 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 reinforced doors and Workbenches inside.

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.

Bastion Contracts

Contract Bastions

Distant Bastions

  • Fort Etbert — Tier 4
  • 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.
I've been told that the first few scouts who ventured there triggered a trap of some kind and never made it back. So keep that in mind.
  • Revelry — some Brigands have Drugs Effect/Aftermath or Drunkenness I.
Only a few days ago, these scoundrels raided a large, wealthy caravan. Obviously, that called for a celebration — so now half the gang can barely stay on their feet.
Some say this gang isn't just your average riff-raff, but battle-hardened veterans of several campaigns. So if they truly know how to fight together, letting them swarm you all at once is bound to end badly.
  • Hefty Stockpiles — grants enemies ability to use some consumables, tools and throwing weapons.
The bastion they took over had cellars stocked with all kinds of combat supplies. I have a hunch these fellows didn't let them go to waste.

Bastion Secret Rooms

The Crypt

During its pinnacle, the Triune 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.

Сrypt Contracts

Contract Crypts

Distant Crypts

  • Last Breath — Tier 4
  • Bernarhof's Cenotaph — Tier 4
  • Triune 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.
I've been told that the first few scouts who ventured there triggered a trap of some kind and never made it back. So keep that in mind.
It's not a place for the faint of spirit. No matter what happens, don't give in to the whispers and promises that emerge from the shadows — they'll lead you to your grave.
  • Blasphemous Ritual — dead Enemies can be resurrected randomly.
I don't know what manner of sorcery desecrated that crypt's halls, but our attempts at reclaiming it have yet to amount to anything — the undead just keep rising over and over on their own.
  • Restless Spirits — high chance to summon Wraith when you open sarcophagus.
Rumor has it, some vile sorcery disturbed the eternal rest of everyone buried in that crypt. Those who don't obey the warlock directly now stalk the halls as wraiths… A gruesome fate.

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.

Catacombs Contracts

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.
I've been told that the first few scouts who ventured there triggered a trap of some kind and never made it back. So keep that in mind.
Our scouts reported that the air there is stagnant, heavy, and reeks of stale blood. Taking in more than a few breaths somehow makes old wounds open anew…
  • Cannibalistic Frenzy — grants all enemies Cannibalistic Craze.
  • Rite of Ascension — grants enemies Ascension. To get rid of the effect, you need to clear the room with the ritual octagram and the six Proselites inside. The growing whisper will indicate the proximity of the room.

Catacombs Secret Rooms

The Cave

An intricate system of caves and underground passages — a common sight in Aldor, the realm surrounded by impenetrable mountains.

The Caves — optional locations that are something between Dungeons and Points of Interest. They are always represented by only one floor. The main Loot in them are Ore Veins as well as rare mushrooms and herbs. Occasionally, mercenary will come across piles of bones and the remains of less fortunate adventurers, which often hold valuable items. The Сaves are not tied to one faction of Enemies and their inhabitants can be very different, sometimes in the tunnels can be found representatives of two different factions of enemies at the same time. However, Bat Swarms are spread almost everywhere.

Caves are divided into three types, each with their own visuals and enemy and loot content.

Regular Caves

Regular Caves are beast (from Wolves to Young Trolls) lairs or bandit hideouts.

Flora: Silverleaf, Spider Vine, Pale Puffball, Rotbloom, Azurecap.

Mines

Mines are shafts and adits abandoned due to war. Most often, they are inhabited by Brigands, but inside mercenary can also meet various types of underground monstrosities, such as Crawlers. In the mines can be found Campfires and Barrels of water, as well as containers with Loot. Ore Veins are common is the mines.

Flora: Spider Vine, Pale Puffball, Azurecap.

Overgrown Caves

Overgrown Caves are ancient mossy tunnels in which can be found the ruins of Axonian burials. Their natural inhabitants are Rockeaters.

Flora: Silverleaf, Marble Truffle, Pale Puffball, Rotbloom, Honey Hyssop.

List Of Caves

Cave Secret Rooms

Page last edited during patch: 0.9.3.9