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(4.5c) Dungeons --------------- This paragraph is about dungeons that don't belong to any town. For dungeons that belong to specific towns, see the paragraph 'Towns' above. The staircase colour of a dungeon indicates the dungeon type, compare (4.3). 'Depth/Level' describe a dungeon's starting level and final level. Depth is actually just a different way for expressing a dungeon floor level, so they're redundant: Each dungeon level corresponds to 50 ft. So for example Orc Cave starts at dungeon level 10 and ends at dungeon level 23 which means: The first floor (ie -50 ft) in The Orc Cave is the same difficulty level as the tenth floor (ie -500 ft) in the Barrow-Downs dungeon (which starts at level 1). Since The Orc Cave goes from level 10 to level 23 that means it has 14 floors, so its final floor will be -700 ft which is of the same difficulty level as -1150 ft Barrow-Downs (ie level 23). NOTE: Minimum level requirements for entering are usually disabled in normal server settings, so you can enter any dungeon anytime, if you dare. Dungeon | Depth(*) / Level | Min. required player | (*)relative to Lv.1 | level to enter (**) -------------------------------+-----------------------+--------------------- Death Fate (***) | 50.. 50/ 1..1 | 1 The Halls of Mandos (******) | 50..5000/ 1..100 | 1 The Orc Cave | 500..1150/ 10..23 | 3 Mirkwood | 550..1700/ 11..34 | 5 The Old Forest | 650..1300/ 13..26 | 5 The Helcaraxe | 1000..2050/ 20..41 | 10 The Sandworm Lair | 1100..1500/ 22..30 | 12 The Heart of the Earth | 1250..1850/ 25..37 | 10 The Maze | 1250..1900/ 25..38 | 15 Cirith Ungol | 1250..2550/ 25..51 | 10 The Land of Rhun | 1300..2050/ 26..41 | 13 The Mines of Moria | 1500..2500/ 30..50 | 15 The Small Water Cave | 1600..1750/ 32..35 | 15 Submerged Ruins | 1750..2550/ 35..51 | 15 The Illusory Castle | 1750..2600/ 35..52 | 10 The Sacred Land of Mountains | 2000..2250/ 40..45 | 20 Erebor | 2500..3050/ 50..61 | 35 Dol Guldur | 2850..3550/ 57..71 | 28 Mount Doom | 4250..4950/ 85..99 | 38 The Cloud Planes | 6500..7450/130..149 | 40 (****) Nether Realm | 8300..9800/166..196 | 40 (*****) The official main server usually has one or several 'ironman' dungeons (see (4.8)), their entrances (stairs) waiting to be discovered by some bold explorers. Such custom dungeons appear as 'Wilderness' in the "Recall depths and Towns" list, and usually have no minimum required character level to enter. There may also be certain special dungeons, related to events or jails, that show up under according names in the list. There is also one very special ironman dungeon with its own very distinct ruleset, called the 'Ironman Deep Dive Challenge'. See (4.13) for details. There may or may not be further special/exotic dungeons that are not part of the "normal" game or gameplay. See (4.3) under "Dungeon Types" -> "Experimental dungeons" for more details. (**) Minimum level requirements are usually disabled, so you can actually enter any dungeon you like at any character level. (***) Death Fate: Will this be the end of you as you cannot seem to spot a way to escape? Or is there some kind of ancient secret hidden in here? Notes: Death in here is like in the Training Tower, but with additional random inventory damage like form a 'normal' death; equipment is safe though. Death Fate unstatices immediately after you leave. (****) Cloud Planes details: -To enter the Cloud Planes a player must carry the 'King'/'Queen' title, acquired by beating Morgoth, Lord of Darkness. (*****) Nether Realm details: -To enter the Nether Realm a player must carry the 'King'/'Queen' title, acquired by beating Morgoth, Lord of Darkness. -Each floor in the Nether Realm gives a +2% bonus to experience from monster kills. So hunting at -350ft in there will give a +14% exp bonus. (This bonus is actually multiplied by the usual floor boni, instead of added. So you will get even much more exp when hunting on a floor with a lot of 'bad' special flags.) To any floor experience boni that might occur, an additional 5% bonus is added because the whole dungeon is flagged NO_RECALL_INTO, meaning it cannot be entered via Word of Recall (you may recall out of it though). -Note that the amount of experience is already very high even without this depth-bonus, since creatures in the Nether Realm are of a very high level. -Instant resurrection does not work in the Nether Realm. -It is possible for everlasting and non-everlasting characters who usually cannot form a party to actually team up in the Nether Realm! This is called a cross-mode party, for more information see (3.4c). (******) Halls of Mandos details: -Getting out of the Halls of Mandos will be complemented with an entry into 'Noteworthy Occurances' list. -Extermination orders in the Halls of Mandos will (same as for the IDDC) have its monster level depend on the floor level rather than on the player's level. -Similar to IDDC, minimum floor depth vs character level regarding experience gain is not enforced: Normal experience is gained on any depth regardless of your character's level. But unlike in IDDC this is only true for characters up to level 49. Characters of level 50+ will receive depth-restricted XP. -The Halls of Mandos are barred to any unique monsters! -Various more or less basic stores, including a library, will spawn in addition to the usual dungeon stores. Also (like in the IDDC) a deep supply store can spawn on very deep floors.
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