Between you and the dragon’s lair, there is the dungeon.
The caverns are infested by simple, but nasty, critters that will rush you with their melee attacks. On the other side of the caverns is a passage down to the mines.
The mines are overrun by humanoid-like creatures. In addition to melee monsters, you will also find adversaries that fire arrows and cast spells. On the other side of the mines are passages down to the dragon lair and to the ruins.
The ruins are haunted by undead creatures, which typically have special properties, so be sure to read about the foul things you encounter. You will find powerful weapons in the ruins.
In addition to the normal passages down, there is a one-way tunnel that leads from the caverns to the mines, and one that leads from the mines to the ruins. The entrances to these tunnels are in different locations each game. Tunnels use the loot tables for the level below, which is good. Tunnels are infested with slimes, which is bad. Tunnels consist of at least 2 rooms. After the first room, there is a 70% chance the exit will lead to the level below. Otherwise the tunnel will continue.
The Dragon Lair
The dragon’s lair is your ultimate destination. Defeat the dragon(s) to win the game and save the village. The lair will consist of one room until you've advanced enough that you are facing 6 or more dragons. Then the lair will consist of one room for every 5 dragons (6-10 dragons = 2 rooms, 11-15 dragons = 3 rooms, etc.) If there is more than one room, the dragons are randomly dispersed, but with a minimum of 1 and maximum of 10 dragons per room. If you are spotted in any room, all dragons become aware of you. The lair level has a base amount of loot, plus each room has an extra 1-N loot drops, where N is the number of dragons in a room.
Dungeoneers is a turn-based game. When it's your turn, you may first use a magic scroll (up to one of each type). You then take one of the following actions:
|Move||Move to an adjacent, empty floor tile.|
|Loot Chest or Rack||Take the sword, shield, or bow from an adjacent weapon chest or rack. (You'll only keep it if it's better than what you already have.)|
|Sword Attack||Attack an adjacent monster with your sword.|
|Bow Attack||Use your bow to attack a monster that is either 2 or 3 tiles away. If the monster is 3 tiles away, there is -3 distance penalty.|
|Guard||Skip your action, but gain +2 to your defense for the duration of the next round. Against melee misses, counterattack with sword. (There are hero-specific skills which modify the Guard action.)|
When first entering a room, you are unseen by the monsters and can keep taking actions until you are spotted. The chance of being spotted depends on your action, as shown in the following table.
CHANCE OF BEING SPOTTED
|Move ("Sneak") or Loot Chest or Rack ("Pilfer")||There is a 90% chance of remaining unseen, minus 10% for each monster adjacent to you at the end of your turn.|
|Attack ("Surprise Attack")||You will be spotted automatically, but you gain +3 to your attack for surprise, and you cannot whiff.|
|Guard||You will be spotted automatically.|
If you're spotted, the monsters will take their turns. When it's the monster's turn, there's nothing for you to do other than wait for your turn.
NOTE: If you use a scroll, you will be spotted automatically, regardless of your subsequent action.
Once per game, you may undo your prior action or scroll use. This is for situations where you accidentally selected the wrong tile.
To take back your last turn, click the button with the circular arrow, located at the bottom-right of a room screen. If you take the same action again, you can expect the same result.
Your character can use the following items:
|Sword||You can attack an adjacent monster with your sword, adding your sword’s bonus to your attack roll. If you attack with your sword while unseen, you receive an additional +3 surprise bonus.|
|Shield||Whenever you are attacked, your shield’s bonus is added to your defense roll. Exception: If your last action was to use your bow, you gain no shield bonus.|
|Bow||You can use your bow to attack a monster that is 2 or 3 tiles away, adding your bow's bonus to your attack roll. If the monster is 3 away, there is a distance penalty of -3. You cannot use your bow against monsters that are adjacent to you or are 4 away. After using your bow, you do not get a shield bonus until your next action.|
|Health Potion||Each time you are hit, you automatically use a health potion to stay alive. When you run out of health potions, you must flee the dungeon. You can find more health potions in the dungeons.|
|Haste Scroll||Use a haste scroll to immediately take an extra action. Hasted sword attacks (including dwarf charges) gain a +1 bonus.|
|Leap Scroll||Use a leap scroll to move to an unoccupied tile up to 2 spaces away.|
|Flame Scroll||Use a flame scroll to block up to 3 adjacent tiles with flame. A 1-tile flame will last 5 rounds. A 2-tile flame will last 4 rounds. And a 3-tile flame will last 3 rounds. A tile with a pit or monster cannot be flamed. (Exception: you can flame a tile that has a floating monster on it, like a gas spore or ghost. Gas spores will explode and ghosts will dematerialize.)|
|Vanish Scroll||(Rare and Locked) Use vanish scrolls to enter enhanced stealth mode. Your chance of being spotted when sneaking or pilfering is 0% plus 10% for each monster adjacent to the space on which you end your turn. You'll automatically un-vanish if you attack, guard, use a scroll, or leave the room. While you're vanished, monsters will stop moving - except slimes, which will behave as if you never vanished.|
Scrolls and health potions are found on the floor and are picked up by moving over them. The number of scrolls or amount of health will not be known until they are picked up.
Weapons are found in chests or on racks. If you are adjacent to a chest or rack, you can obtain its contents by taking a turn to loot it. A standard weapon chest/rack has an equal chance of containing a sword, shield, or bow, however its in a chest you won't know what it is until you open it. The bonus of the weapon is random, but the bonuses increase on lower dungeon levels.
NOTE: You can hold an unlimited number of scrolls and health potions. You can only have one sword, shield, and bow at a time. Whenever you find a better one of these items, the new item automatically replaces and upgrades your older item.
It's hit or miss
The attacker rolls its attack dice and adds its attack modifiers. Then the defender rolls its defense dice and adds its defense modifiers. If the attack total is as high or higher than the defense total, the attack is a hit. Otherwise, it's a miss. Exception: If a 1 is rolled on a melee attack, it's a Whiff, which is an automatic miss and the defense roll is skipped. You can't Whiff on a surprise attack.
A hit removes one health from the target.
The dice used by each hero depends on their proficiency with the weapon. It can be a d6, d8, d10, or d12. Monsters all use d10's for all their rolls.
Your attack modifiers consist of the bonus from your sword or bow, plus any extra modifiers such as a surprise bonus or a distance penalty. Your defense modifiers consist of shield bonus (unless your last action was a bow attack), plus any extra modifiers such as a bonus for guarding. A monster's attack/defense modifiers are simply their attack/defense stats, but in some cases these stat can change - if the monster has been enlarged, for instance.
- With the human swordsman, you do a surprise attack with your +4 sword against a swamp troll (Attack: +2; Defense: +5). You roll 9 on your d12 and the swamp troll rolls 7 on its d10. Your roll of 9, plus 4 from your sword bonus, is 13. The swamp troll's roll of 8 plus 5 from its Defense stat is also 13. Because your attack total is as high as the marsh troll's defense total, it's a hit.
- A Goblin Champion (Attack: 1; Defense: 2) attacks you, rolling a 4, for an attack total of 5. You roll a 4 and have a +3 shield, so your defense total is 7. Because Goblin Champion's attack total is below your defense total, it's a miss.
- After you shoot your bow at a Lizardman Warlock, a Lizardman Hulk (Attack: 2; Defense 2) attacks you. It rolls a 2 which, after adding its attack stat of 2, makes for an attack total of 4. You roll a 3, but you do not get a shield bonus because your last action was to shoot your bow. Because the attack total of 4 is higher than your defense total of 3, the Lizardman Hulk hits you.
- WEAPON BONUS - When attacking with your sword or bow, the bonus of the weapon you're using is added to your attack roll. When you are attacked, the bonus of your shield is added to your defense roll, unless your last action was to use your bow.
- SURPRISE - Your attack roll is at +3 if you attack before the monsters have spotted you.
- LONG DISTANCE - Your bow attack roll is at -3 if you attack from 3 tiles away.
- GUARD - Your defense rolls are at +2 when guarding.
- FOCUS - You gain a +1 attack bonus (cumulative) each time you miss your target. You lose your focus bonus if you do any of these: hit the target, attack a different target, loot a chest, or leave the room.
- ADRENALINE - If 2 or less health potions, gain a +2 attack bonus from adrenaline.
- SPECIAL MONSTERS - Some monsters have special properties that involve attack modifiers. See the Special Monsters section for details.
You will occasionally trigger a feat. A feat is an extra turn where there are some significant tactical advantages.
During a Feat:
- Take up to 2 actions. Any combat action ends the feat.
- You have a pool of L attack bonuses, where L is your hero's level. You gain a 1-5 attack bonus against randomly selected monsters until either your pool of bonuses is used up or all monsters in the room have been assigned a bonus.
Feats are triggered in these ways
- "Heroic Strike": You roll your maximum attack roll. (Against dragons, either your max roll or one less.)
- "Massive Hit": Your attack total is at least 6 more than the defender’s maximum defense total (max roll plus modifiers).
Feats are never triggered from hasted attacks or counterattacks. You cannot do Feats until they are unlocked. See Fame Guide.
There are three heroes: the human swordsman, the elven huntress, and the dwarven brawler. Heroes go up levels by earning experience points (XP) by killing monsters and finding weapons. You start with the human swordsman. The elf and dwarf can be purchased, or gained for free at Fame Level 50.
Each hero starts with two abilities. Additional skills are gained at levels 2, 4, 6, and 8.
The Human Swordsman
The human swordsman is well-rounded, but especially fond of the sword.Proficiencies:
- SWORD - Rolls a d12
- BOW - Rolls a d8
- SHIELD - Rolls a d10
- PUNT: When hit by a small humanoid (goblin, kobold, skeleton torso, maimed zombie, or little mushroom man), the angered human will punt it. If there's space, the small creature will fly back one space. If no space, there's a 50% chance of a hit.
- CLEAVE: 20% chance of a hit doing 2 damage.
- FULL SWING: When attacking with your sword, if your target is the only monster next to you, gain +1 attack bonus and double the chance of cleaving (40% instead of 20%).
- PARRY: After choosing to Guard as your action, you will use your sword bonus to defend if it's higher than shield bonus. But this is only against melee attacks. Against ranged attacks you always use your shield.
- PRESS: +2 to sword attack if your target cannot move away from you.
- RIPOSTE: When you roll a 10 on your d10 defense roll, counterattack with sword.
- FULL SWING 2: Same as Full Swing, but bonus is +2 and chance of cleave is 40%.
- PARRY 2: Same as Parry, but counterattacks gain +1.
- PRESS 2: Same as Press, but with a +3 bonus.
- RIPOSTE 2: Same as Riposte, but triggered by a 9 or 10 defense roll.
The Elven Huntress
Preferring her bow, the elven huntress does best when she can keep some distance from those who would harm her.Proficiencies:
- SWORD - Rolls a d8
- BOW - Rolls a d12
- SHIELD - Rolls a d6
- JUMP: For your action, jump to a tile that's directly across from an adjacent tile. If you are still unseen, the chance of being spotted when jumping is twice what it would be if you had moved normally into that space.
- DODGE: Roll a 6 on defense to avoid any attack and counter with either sword or bow.
- LONG SHOT: The distance penalty on range 3 bow shots is -1 instead of -3.
- EVADE: After choosing to Guard as your action, you do not use your shield but your chance of dodging is tripled: rolling 4 or more (on your d6 defense dice) will be a dodge. After dodging, you counterattack with sword or bow.
- FLAMING SHOT: +1 when firing over an adjacent flame.
- PRESENCE: You will no longer be stunned when hit by ghouls.
- LONG SHOT 2: No distance penalty on range 3 bow shots.
- EVADE 2: Same as Evade, but counterattacks gain +1.
- FLAMING SHOT 2: Same as Flaming Shot, but with a +2 bonus.
- PRESENCE 2: You will no longer be stunned when hit by ghouls nor suffer despair from mummies.
The Dwarven Brawler
With his trusty shield and deadly fist, the dwarven brawler is always a threat in close quarters.Proficiencies:
- SWORD - Rolls a d10
- BOW - Rolls a d6
- SHIELD - Rolls a d12
- CHARGE: For your action, move towards and attack a target 2 away, at +2.
- RESILIENCE: Fireballs, gas spore explosions, and dragon breaths that hit you have a 20% chance of doing no harm.
- UPPERCUT: Sword attacks always hit against defense rolls or 3 or less.
- HUNKER: After choosing to Guard as your action, gain an extra +1 to defense. (This is in addition to the normal +2 bonus for guarding.)
- FRENZY: Gain +2 to sword attack if you are next to 3 or more monsters.
- BELLOW: As an action, can call a purple worm (if any left) to emerge from a pit of your choice at the end of the round.
- UPPERCUT 2: Sword attacks always hit against defense rolls or 4 or less.
- HUNKER 2: Same as Hunker, but counterattacks gain +1.
- FRENZY 2: Same as Frenzy, but gain +3 to sword instead of +2.
- BELLOW 2: Same as Bellow, but the called worm is enraged and attacks at +2.
When you start a game, you choose the hero with which to enter the dungeon. With enough fame, you can also swap heroes from within the dungeon - as long as you have access to the dungeon entrance.
A list of all monsters by name is found here.
Melee monsters can attack from 1 space away. If a melee monster is adjacent to you, it will attack. If it is not adjacent to you, it will advance along the shortest, unblocked path toward you.
[If there is no unblocked path, the monster will advance along the path it would take if all non-adjacent monsters were ignored. If ignoring non-adjacent monsters does not result in a path to you, the monster will wait and do nothing that turn. If there are multiple path options that are equidistant to you, the monster will eliminate any option that requires backtracking and, if still more than one choice remains, choose randomly which path to take.]
Missile monsters can attack from 2 away, or 3 way with an attack penalty. A missile monster will behave as follows:
- If adjacent to you, it will withdraw to a space that is 2 tiles away. If it has no way to do that, it is “cornered” and can take no action.
- If 2 tiles away, it will attack.
- If 3 tiles away: it will move towards a space that is two 2 away. If there is no path, it will attack with a -3 attack penalty.
- If 4 tiles away: it will move towards a space that is 2 tiles away, if it can.
Missile monsters take their turn before melee monsters.
Spellcasters have unlimited range, but it takes a turn for them to prepare a spell.
If the spellcasting monster does not have a spell prepared and can increase the distance from you with one move, it will do so (randomly choosing if there is more than one choice). If the spellcaster does not have a spell prepared and cannot increase the distance with one move, it will prepare a spell for use during the next turn. The results of spell preparation are:
- 10% of failure - no spell gets prepared
- 30% of a summon spell preparation
- 30% of an enlarge spell preparation
- 30% of a fireball spell preparation
If the spellcaster has a spell prepared, it will cast it. After casting, the spellcaster will no longer have a spell prepared.
The spell effects are as follows:
|Enlarge||A random monster in the room gets enlarged, thus increasing its attack and defense stats by 2. The monster stays enlarged until the spellcaster is killed. A monster can be enlarged up to 7 times. If nothing in the room can be enlarged, the spell will fizzle.|
|Fireball||The fireball results in an attack (the spellcaster's Attack stat plus 1-10) against you and any monster next to you. Fireballs automatically hit gas spores and ghosts. Fireballs do not harm the caster.|
|Summon||A random monster is added to the room. (Spellcasters in the Mines cannot summon monsters that are found only in the ruins.) If the room doesn't have any empty spaces, the spell will fizzle.|
Spellcasters take their turn before missile and melee monsters.
The monsters below have special properties. Unless otherwise noted, they behave according the rules for their monster type (described above).
- Dragons start asleep, so there is no penalty for sneaking or pilfering next to them.
- Dragons have a standard melee attack, plus an EXTRA breath attack that will be taken whenever it is two spaces away and has its breath ready. (Breath will be ready if on the prior round the dragon was neither hit, nor asleep, nor used its breath attack.)
- If reduced to 1 health, a dragon will withdraw to prepare its one spell. (If a fireball, it is a +10 attack.) After the spell is cast (or fails), the dragon goes into a defensive mode where: if breath is ready, it behaves like a missile monster; if breath is not ready, it withdraws; if cornered, it melee attacks.
For each 5 dragons in the dungeon, a room is added to the lair.For each dragon in the room, there is a chance of more loot. When spotted, all dragons wake up.
There are 5 types of dragons:
|White||Melee Attack +8 Breath Attack +7 Defense +7|
|Black||Melee Attack +8 Breath Attack +8 Defense +7|
|Green||Melee Attack +8 Breath Attack +9 Defense +7|
|Blue||Melee Attack +8 Breath Attack +10 Defense +7|
|Red||Melee Attack +8 Breath Attack +10 Defense +8|
Gas Spores explode when hit, resulting in an attack (the spore's attack stat plus 1-10) against everything adjacent to it. Gas spores float, so they can move over pits, and you can put a flame under them. They automatically explode if within the range of another explosion or if next to a flame. Each room in the Mines or Ruins has a chance of having gas spore in addition to the other monsters.
Three purple worms lurks beneath the lower levels of the dungeon - mines and below. In a room where you've been spotted, anything (you or a monster) that's next to a pit has a 1% chance per round of attracting the worm. Once the worm has emerged, it will randomly choose an adjacent target to attack. The worm will withdraw back to the depths if it has nothing adjacent to attack. Monsters attacked by the worm will attack it back.
Shamblers lurk in the watery pits of the caverns. They will not emerge from the water unless they see you take a weapon or attack something. An emerged shambler will advance to attack you, attacking any monster that stands in its way! If you attack a shambler in the water, it will dive, with a 30% chance of resurfacing each round.
Each round, there is a 3% chance that a cavern crawler will enter the cavern you are in. The crawler will take a direct path to one of the exits it did not enter from. If you or a monster is next to a crawler, it will postpone its journey in order to attack a random target. EXCEPTION: Cavern crawlers have a taste for elves, so if you are playing the elf, the chance of a crawler appearing is twice as high, and the crawler will seek out the elf as would a standard melee monster.
Firebugs turn to flame when hit, resulting in the tile they are on being blocked for three rounds. They will also ignite if next to a flame or explosion. Firebugs are most common in the caverns, but can be found in the mines and ruins as well.
Slimes are highly acidic, vile creatures that ooze around the tunnels. Your weapons are of no use against a slime. The only way to kill it is to torch it with flame or cause something to explode next to it. If a slime moves onto your tile, you take a hit, then scurry to a random, adjacent tile. A slime can only move to tiles in front of it. If the only path is behind it, it will turn around. Yellow slimes choose their destinations randomly, oblivious to you. Green slimes, however, sense if you are adjacent and will move or turn towards you. Slimes are blind. They will slither around, and green slimes will sense you, even if other monsters haven't spotted you yet.
Ropers cannot move, but they can attack a target 1, 2 or 3 tiles away, with no distance penalty. A roper will not attack if next to a flame. Each room in the mines has a 10% chance of containing a roper.
Monsters found only in The Ruins
Each time you kill a monster in the ruins, there is a 5% chance that a reaper will appear somewhere in that room. If you leave the reaper behind in a room, then the next time you kill a monster in another room, the reaper will appear.
Wraiths fear fire and suffer -3 to their attack and defense if they are adjacent to a flame.
Mummies emanate despair, causing you to suffer a -2 attack penalty for each mummy adjacent to you (it's cumulative).
Skeletons are bony creatures, causing you to suffer a -3 penalty to your bow attacks against them.
Each hit from a ghoul has a 50% chance of causing you to be stunned on the following round. If stunned, you can take no action that round.
If hit, a ghost will dematerialize out of the room. For each round that you are in the room, there is a 10% chance that a dematerialized ghost will return to a random space and immediately take an action. But if at any point all the ghosts have dematerialized, you will have rid the room of ghosts, and they will never return. Ghosts can move over pits and are automatically hit by flame or an adjacent gas spore or fireball explosion.
Gargoyles turn to stone whenever attacked. They can't do anything while in this petrified condition. There is a 30% chance each round that the Gargoyle will return to flesh.
The Ruins contains the three bosses, which will be unlocked as you progress in Fame. Each boss has its own room which always has an exceptional weapon, in addition to a random set of room contents. Each boss will guard a different type of weapon.
The Two Specters
Specters are invisible unless adjacent to either you or a flame. If a specter appears right next to you, you will run in horror (away from the specter if possible). And specters float too, so pits offer no protection. Placing a flame under a specter will engulf it until the flame reaches its lowest level. While engulfed, the specter can take no action other than to defend itself.
The Lich Queen
The Lich Queen is a skeleton spellcaster that occupies the far room in the ruins. She does not move, but will cast spells from her throne. The lich automatically spots you if you sneak next to her.
The Mummy King
The Mummy King radiates deep despair, causing a -4 penalty to your attacks if you are within 3 tiles of it.
Each hero gains experience points (XP) as follows:
- Finding a weapon = 2 XP per weapon bonus. (eg. a +3 sword gives 6 XP)
- Defeating a regular monster = (Attack + Defense) * Health XP, minimum of 1.
- Defeating a boss monster = 3x normal XP.
- Defeating A white/black/green/blue/red dragon = 200/230/260/290/320 XP.
- Leaving behind your weapons after a victory = each weapon bonus squared.
After games where you earned at least 10 XP, you can double that game's XP with Enhanced Training by using mana. If you run out of mana, you can buy more from the Mana Fairy.
The above XP awards will be increased based your placement in the player standings. (There is one set of standings for all players, regardless of which hero characters are being used.) When you defeat a black dragon you enter the standings in the 5th Circle, which includes the 50 players who defeated their first black dragon immediately before you. You advance to the next circle by attaining a victory that puts you in the top 25 players in your Circle. Each Circle increases in size: the 4th Circle includes the 100 players who defeated a black dragon before you; the 3rd Circle includes the 250 before you; and the 2nd Circle includes the 500 before you. If you reach the top 25 of your 2nd Circle, you enter the 1st Circle, where you are measured against all the players in the standings. You start in the 5th Tier. You advance to the 4th Tier by attaining a rank that is in the top 4% of all players in the standings. You reach the 3rd Tier by being in the top 3%, the 2nd Tier by being in the top 2%, and the 1st Tier by being in the top 1%. The XP you earn in the game increases based on your place in the standings, as follows:
- 5th Circle: 10% XP bonus
- 4th Circle: 25% XP bonus
- 3rd Circle: 50% XP bonus
- 2nd Circle: 75% XP bonus
- 1st Circle, 5th Tier: 100% XP bonus
- 1st Circle, 4th Tier: 125% XP bonus
- 1st Circle, 3rd Tier: 150% XP bonus
- 1st Circle, 2nd Tier: 175% XP bonus
- 1st Circle, 1st Tier: 200% XP bonus
You start at Fame Level 0. You go up one fame level with each career victory. Your fame applies to you as a player, regardless of which heroes you are using.
When you go up in fame level:
- You will unlock game features.
- The villagers will try harder (a little, anyway) to procure starting weapons for you.
Dungeoneers can be played in 3 modes: Career, Campaign, and Tourney. Campaign and Tourney modes are only available to players who've reached a certain fame level.
In career mode, you permanently advance each time you defeat all the dragons in the lair. So if you defeat 1 white dragon, you will move to 1 black dragon. When you defeat the black dragon, you'll advance to 1 green dragon. You never go backwards in dragon level.
In campaign mode, you advance by defeating all 5 types of dragons with consecutive victories. Any loss puts you back to the white dragon. If you succeed in defeating the the red dragon, you'll advance to the 2 dragon level, where your challenge will be to defeat 2 of each dragon consecutively. Defeat 2 red dragons, and you'll advance to 3 dragons. And so on. Your advancement in the number of dragons is permanent. So if, for instance, you fail against 3 green dragons, you'd drop back down to 3 white dragons.
In tourney mode, you have one weekly attempt to win as many games in a row as you can. The lair starts with 1 red dragon. Each victory adds another red dragon. Any loss, and your tourney ends, with your rank being determined by your last victory. Tournaments begin/end Sunday at 11:59pm Pacific Time. Ties go to who got there first.
Each week, the top 50 percentile of players with at least one tourney victory will gain a Tourney XP bonus for the following week, like this:
- 51-69% = +50% bonus
- 70-89% = +70% bonus
- 90-100% = +100% bonus
The XP bonus from tourneys is applied to any XP earned, in any mode, during the following week.
XP bonuses are additive to XP bonuses from fame, not multiplicative. So if you are Fame Level 2 and finished in the top 80% in the prior tourney, then killing a rat would produce: 10 + 1 + 7 = 18XP
Please play Dungeoneers as much as you'd like with the Human Swordsman. If you are enjoying the game and want a fuller experience, consider purchasing the Elven Huntress and Dwarven Brawler.
The other purchase option is mana. Mana can be used to double your XP after a game.
The following tables show the item counts used when generating rooms for each level.
Rare Scroll Cases
Scroll Case Quantity
Exceptional Gas Spores
Lair loot: You get the base loot of 2 potions, 2 scrolls, 1 chest, and 1 golden chest (if qualified), which is distributed randomly through the lair rooms. You also get 1 to N items per lair room where N is the number of dragon in that room. Extra items could be potions, scrolls, or chests. Scrolls have a 75% chance of being common and a 25% chance to be rare.
Rare scroll cases contain half the amount, rounded down.