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» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (4.5c) Dungeons
» (5) Item and flag details, elements
» (6) Monster details
» (7) Character details
» (8) Tactics & strategy
» (9) Miscellanous

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(4.5b) Towns & town dungeons
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(4.5c2) Example dungeon depth relations
(4.5c) Dungeons                                                                 
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This paragraph is about dungeons that don't belong to any town.
For dungeons that belong to specific towns, see the paragraph 'Towns' above.

To see a list of all dungeons you have discovered so far, press ~ 8.
To see a list of all dungeon knowledge, including their locations, accumulated
by players on the server so far, visit the Mathom-house in Bree (see (4.5a)).

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    |   Maximum Depth
                               |        relative to Lv.1   |      (local)
-------------------------------+---------------------------+-------------------
Death Fate            (**)     |    50..  50 ft /  1..1    |        50 ft
The Halls of Mandos   (*****)  |    50..5000 ft /  1..100  |      5000 ft
The Orc Cave                   |   500..1150 ft / 10..23   |       700 ft
Mirkwood                       |   550..1700 ft / 11..34   |      1200 ft
The Old Forest                 |   650..1300 ft / 13..26   |       700 ft
The Helcaraxe                  |  1000..2050 ft / 20..41   |      1100 ft
The Sandworm Lair              |  1100..1500 ft / 22..30   |       450 ft
The Heart of the Earth         |  1250..1850 ft / 25..37   |       650 ft
The Maze                       |  1250..1900 ft / 25..38   |       700 ft
Cirith Ungol                   |  1250..2550 ft / 25..51   |      1350 ft
The Land of Rhun               |  1300..2050 ft / 26..41   |       800 ft
The Mines of Moria             |  1500..2500 ft / 30..50   |      1050 ft
The Small Water Cave           |  1600..1750 ft / 32..35   |       200 ft
Submerged Ruins                |  1750..2550 ft / 35..51   |       850 ft
The Illusory Castle            |  1750..2600 ft / 35..52   |       900 ft
The Sacred Land of Mountains   |  2000..2250 ft / 40..45   |       300 ft
Erebor                         |  2500..3050 ft / 50..61   |       600 ft
Dol Guldur                     |  2850..3550 ft / 57..71   |       750 ft
Mount Doom                     |  4250..4950 ft / 85..99   |       750 ft
The Cloud Planes      (***)    |  6500..7450 ft /130..149  |      1000 ft
Nether Realm          (****)   |  8300..9800 ft /166..196  |      1550 ft
Ironman Deep Dive Challenge (*)|    50..6350 ft /  1..127  |      6350 ft

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.

(*) The Ironman Deep Dive Challenge or short IDDC is a special, independant
dungeon, that has a special ruleset and is distinct from the rest of the game.
For more information, see (4.13), Ironman Challenge.

(**) 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.
 -An IDDC-exclusive character is (under the usual server settings) also able to
  enter the Halls of Mandos instead of the IDDC!
 -Depending on local server settings, the Halls of Mandos might have special
  or unusual dungeon flags, such as 'disallow any teleport', 'limit ESP range'
  and 'disallow any summoning', making gameplay quite distinguished from other
  dungeons.
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(4.5b) Towns & town dungeons
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(4.5c2) Example dungeon depth relations