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 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 are different than other regions for three reasons: 1. They are one-way, so there’s no going back. 2. You slide into a room, notifying the monsters of your presence (unlike other rooms where you can sneak in), and 3. They are filled with slimes (too repulsive to discuss right now).
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. There are hero-specific skills which add on to 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 vanish.)|
|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. Against each target, gain an attack bonus from 0 to half your hero's level. No using scrolls during a feat.
- You get an attack bonus against each monster determined by generating a random number from 1 to the hero's level. The bonus for each monster is determined independently. Each bonus is capped at +9.
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 Counter-attacks. 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.
Each hero starts with two base skills. More 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, counter-attack with sword.
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 counter-attack with sword or bow.
- FLAMING SHOT: +1 when firing over an adjacent flame.
- PRESENCE: You will no longer be stunned when hit by ghouls.
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 monsters that roll a 3 or less on their defense roll.
- 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.)
- PIT FIGHTING: Gain +1 to sword attack for each pit adjacent to both you and target. So if there is 1 pit that you are both next to, gain +1. If there are 2 pits your are both next to, gain +2.
- YODEL: SAs an action can call the purple worm (if it's still alive) to emerge from a pit of your choice. It will appear 1-3 turns later.
When you start a game, you choose which hero with which to enter the dungeon. You can also swap heroes from within the dungeon, but this ability must be unlocked with fame. The higher your fame, the more often you can swap heroes within the dungeon.
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. If a missile monster is:
- 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.
- 2 tiles away: it will attack.
- 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.
- 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 an additional attack action, a breath attack that is unleashed if at any point during their turn they are 2 tiles away from you. However, a dragon cannot use its breath if on the prior turn it attacked, was hit, or was asleep. If a dragon does not have a path to you, but it does have a path to a tile that is two away from you, it will go to that tile so it can breathe on you.
- Dragons normally behave like melee monsters. However, if reduced to 1 health, the dragon will instead behave like a missile monster and rely on its breath attack (if cornered, however, it will do a melee attack).
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.
A purple worm lurks beneath the mines and ruins. 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 it has emerged, the worm 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. When called by the dwarf, the worm behaves the same way except that it will not attack until the turn after it emerges.
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 creatures that ooze around the tunnels. If a slime moves onto your tile, there’s an 80% chance of being hit (70% if you were guarding), and you’ll scurry to a random, adjacent tile. A slime will be destroyed if a flame is placed on it or if a fireball or gas spore explodes next to it. There is no other way to hurt a slime. Yellow slimes move in a random direction, but will not backtrack unless it’s their only choice. Green slimes are slightly more intelligent, and will move onto your tile if next to you. Otherwise, it will keep moving in a straight line if it can, otherwise it will choose a new direction randomly, but only backtrack if there's no other option.
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.
If a ghoul hits you, you become stunned and are unable to take an action the next round.
If hit, a ghost will vanish out of the room. For each round that you are in the room, there is a 10% chance that a vanished ghost will return to a random space and immediately take an action. But if at any point all the ghosts have vanished, 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 = 200/240/280/320/360 XP.
You start at Fame Level 0. You go up one fame level with each career victory.
When you go up in fame level:
- You will unlock game features.
- The villagers will try harder to procure starting weapons and magic for you. [Each weapon bonus starts at +1, with a chance of an increase equal to 15% plus half your Fame Level. So if you are Fame Level 6, there will be a 18% chance of +1 going to +2, and if so a 18% chance of +2 going to +3, and so on till +9.]
- You will earn more XP going forward. You gain a 5% XP bonus for each fame level. So if you you are Fame Level 2, then you would get an extra 1 XP for every 10 XP earned. At Fame Level 4, you would get an extra 2 XP for every 10 XP earned. And so on.
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.
Advanced players will gain the ability to Undo Turn once per game. Undo Turn allows you to take back the last action and do something else instead. (If you do the exact same thing, though, you can expect the same result.) You can Undo Turn only once per game Undo Turn requires the use of mana. Some mana can be found for free in the dungeon, but more can be purchased at the Mana Fairy's Shop.
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.