The Daily Dungeon: Difference between revisions

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imported>Dkohler
Corrected "an trap" to "a trap" and revised awkward phrasing in the paragraph about door rooms.
 
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You can reach the Daily Dungeon by entering [[The Dungeon Full of Dungeons]] in the [[Seaside Town]]. If your main stat isn't high enough, you will see the message:
[[The Daily Dungeon]] can be found inside [[The Dungeoneers' Association]] in [[the Big Mountains]].


"You approach the entrance to the Daily Dungeon, and feel a strange sensation in your midsection. The sensation spreads throughout your entire body, and when it finally gets to your nose, you recognize it by its smell -- fear.
Once per day, you can traverse the fifteen rooms of the dungeon. Most rooms contain a monster, or test your skill or elemental resistance, but fear not, for there are also three treasure filled chests to reward you for your courage! The order of the rooms is randomised for each player (with the exception of the treasure rooms, which are always in rooms five, ten, and fifteen) and is re-randomised when they [[ascension|ascend]], however, there will always be four of each (non-treasure) room type in the Dungeon. The contents of the rooms reset after [[rollover]].


"You're not really tough enough to mess around here yet. Come back when you've got 15 $stat."
There are three types of obstacles in the Dungeon: door rooms, trap rooms, and monster rooms. Monster rooms are simple enough; there is an enemy to be fought, and, by defeating them, you can progress to the next room. Trap rooms are a little trickier — advancing through the room will trigger a trap, which will deal 50% of your maximum HP in elemental damage. Having [[Elemental Resistance|resistance]] for the element the trap is aligned with will ''not'' decrease the damage you take, however, you will gain [[stat]]s proportional to the level of resistance you have. These traps can be skipped, however, simply by having an [[eleven-foot pole]] in your inventory when the trap is triggered. This will allow you to not take any damage, and not spend an adventure, but will also not let you gain any stats from the trap.


Each day you will be able to go through ten rooms or levels of the Daily Dungeon once.  The rooms have different challenges, including fighting monsters, opening locked doors, passing hot, cold, sleazy, spooky, or stinky items, and at the end there is always a reward.
In [[I Wanna Be a Door|Door rooms]], there are many potential options. You can try the doorknob, which will allow you to pass, but may cost HP or a few adventures. You may bash the door down, magic it open, or sneak past it, which allows you to get past with a lower chance of a trap if your stats are high enough. You can use a [[skeleton key]], a set of [[Pick-O-Matic lockpicks]] or even a [[Platinum Yendorian Express Card]] to get past for no adventure cost, and never set the trap off. [[The First Chest Isn't the Deepest.‎|The]] [[Second Chest|‎treasure]] [[The Final Reward|rooms]] themselves also have interesting mechanics; with a [[Ring of Detect Boring Doors‎]] equipped, you may skip ahead three rooms (including the treasure room).


If you don't have a sufficiently high stat to pass a challenge, you won't progress. If you don't have a required resistance, you take some damage, but still progress.  Information about what's known of the stat test requirements can be found in [[Daily Dungeon Stat Tests]].
{{statrec|You approach the entrance to the Daily Dungeon, and feel a strange sensation in your midsection. The sensation spreads throughout your entire body, and when it finally gets to your nose, you recognize it by its smell -- fear.}}


{{Adventure|name=Locked Door|drops=none|meat=none|stat=none|image=dungdoor.gif}}
==Monsters==
*Force the Door Open (1 adventure, Hard main stat test)
{{Combat|name=apathetic lizardman|note1=Physically attacking gives 10 turns of [[Apathy]].}}
*Try to Pick the lock (requires [[Pick-O-Matic lockpicks]], Hard Moxie test)
*Use a Skeleton Key (uses a [[skeleton key]], lose the key most of the time (the key breaks off in the lock))


{{Combat|name=apathetic lizardman|drops=none|meat=23|stat=3|image=Lizardman.gif|level=15?|hp=12?}}
{{Combat|name=dairy ooze}}
Potential effect: [[Apathy]] (10 Adventures). Effect may be avoided by using a combat item or certain skills to kill.


{{Combat|name=dairy ooze|drops=none|meat=11-15|stat=2-3|element=none|image=Ooze.gif|level=13|hp=8}}
{{Combat|name=dodecapede|note1=A successful attack from this monster may give the effect [[A Little Bit Poisoned]].}}


{{Combat|name=dodecapede|drops=none|meat=10-14|stat=2-3|image=Pede.gif|level=12|hp=8|element=none}}
{{Combat|name=giant giant moth}}


{{Combat|name=giant giant moth|drops=none|meat=14-18|stat=3-4|element=none|image=Moth.gif|level=11|hp=11}}
{{Combat|name=mayonnaise wasp|note1=A successful attack from this monster may give the effect [[A Little Bit Poisoned]].}}


{{Combat|name=mayonnaise wasp|drops=none|meat=none|stat=3-4|image=Wasp.gif|level=17|hp=11}}
{{Combat|name=pencil golem}}


{{Combat|name=pencil golem|drops=none|meat=none|stat=4|element=none|image=Pencil.gif|level=16|hp=11}}
{{Combat|name=sabre-toothed lime}}


{{Combat|name=sabre-toothed lime|drops=none|meat=15-16|stat=2-3|element=none|image=Biglime.gif|level=14|hp=8}}
{{Combat|name=tonic water elemental}}


{{Combat|name=tonic water elemental|drops=none|meat=18|stat=3-4|element=none|image=Whirlwind.gif|level=18|hp=14}}
{{Combat|name=vampire clam}}


{{Combat|name=vampire clam|drops=none|meat=18-22|stat=4|image=Vampclam.gif|level=21|hp=14|element=none}}
==Other Rooms==
{{choice|name=I Wanna Be a Door|image=dungdoor.gif
|choice1name=Try the doorknob|choice1=Suffer trap effects
|choice2name=Use a skeleton key|choice2=Successfully unlocks the door every time (breaks the key most times), no adventure cost
|choice3name=Use your lockpicks|choice3=Successfully unlocks the door every time, no adventure cost
|choice4name=Bash it down|choice4=Muscle stat test, may trigger trap
|choice5name=Magic it open|choice5=Mysticality stat test, may trigger trap
|choice6name=Sneak past it|choice6=Moxie stat test, may trigger trap
|choice7name=Use your credit card to open the door|choice7=Successfully unlocks the door every time, no adventure cost
|choice8name=Leave the way you came in.|choice8=Leaves the adventure
|note1=The choice to use a [[skeleton key]] only appears when you have one in your inventory.
|note2=The choice to use your lockpicks only appears when you have a [[Pick-O-Matic lockpicks]] in your inventory.
|note3=The choice to use your credit card  only appears when you have a [[Platinum Yendorian Express Card]] in your inventory.}}


{{Adventure|name=Piledriver|drops=none|meat=none|stat=none|image=Barbells.gif}}
{{choice|name=It's Almost Certainly a Trap|image=emptyroom.gif
*Move 'em Out (1 adventure, Hard Muscle test)
|choice1name=Proceed forward cautiously|choice1=Take elemental damage (without [[eleven-foot pole]]), gain stats proportional to resistance
|choice2name=Use your eleven-foot pole|choice2=Pass the room, no adventure cost
|choice3name=Proceed backwards cautiously|choice3=Leaves the adventure
|note1=The choice to use an [[eleven-foot pole]] only appears when you have one in inventory.}}


{{Adventure|name=Yet Another Troll|drops=none|meat=none|stat=none|image=Troll.gif}}
{{Adventure|name=Daily Done, John.|image=wooddoor.gif
*Wrestle (1 adventure, Medium Muscle test)
|note1=Appears only after receiving [[The Final Reward]].
|note2=Does not take an adventure.}}


{{Adventure|name=The Biggest Bathtub Ever|drops=none|meat=none|stat=none|image=bathtub.gif}}
==Treasure Rooms==
*Push it Real Good (1 adventure, Easy Muscle test)
{{choice|name=The First Chest Isn't the Deepest.|image=chest.gif
|choice1name=Open the chest|choice1=[[extra-strength strongness elixir]] or [[jug-o-magicalness]] or [[rubber axe]] or [[skeleton key]] or [[suntan lotion of moxiousness]] or [[walrus-tusk earring]]
|choice2name=Go through the boring door|choice2=Skip to room 8
|choice3name=Ignore the chest|choice3=Go to the next room (does not cost an adventure)}}


{{Adventure|name=A Hairier Barrier|drops=none|meat=none|stat=none|image=hairwall.gif}}
{{choice|name=Second Chest|image=chest.gif
*Dispel the Barrier (1 adventure, Hard Mysticality test)
|choice1name=Open the chest|choice1=[[can of maces]] or [[concentrated magicalness pill]] or [[enchanted barbell]] or [[giant moxie weed]] or [[Pick-O-Matic lockpicks]] or [[ring of half-assed regeneration]] or [[skeleton key ring]]
|choice2name=Go through the boring door|choice2=Skip to room 13
|choice3name=Ignore the chest|choice3=Go to the next room (does not cost an adventure)}}


{{Adventure|name=The Mystic Seal|drops=none|meat=none|stat=none|image=Sealball.gif}}
{{choice|name=The Final Reward|choice1name=Open it!|choice1=[[fat loot token]]|image=chest.gif}}
*Smoke that Seal (1 adventure, Medium Mysticality test)


{{Adventure|name=Magic Shell|drops=none|meat=none|stat=none|image=Magicshell.gif}}
==Notes==
*Dispel the Shell (1 adventure, Easy Mysticality test)
*[[Noblesse Oblige]] maintains a [http://www.noblesse-oblige.org/calendar/ calendar] noting the dungeon challenges that players will face each day. The revamp made this inoperable.


{{Adventure|name=Smooth Criminal|drops=none|meat=none|stat=none|image=zzs.gif}}
==History==
*Hork the Keys (1 adventure, Hard Moxie test)
*On August 17, 2013, The Daily Dungeon had a major revamp. History of what it was previously like is in [[The Daily Dungeon/Retired]].
 
{{Adventure|name=Badger Badger Badger Badger|drops=none|meat=none|stat=none|image=Badgers.gif}}
*Sneakily Sneak (A Snake!) (1 adventure, Medium Moxie test)
 
{{Adventure|name=Dungeon Fever|drops=none|meat=none|stat=none|image=Tilefloor.gif}}
*Bust a Move (1 adventure, Easy Moxie test)
 
{{Adventure|name=Brrrrrr|drops=none|meat=none|stat=none|image=fridge.gif}}
*Walk on By (1 adventure, requires [[Cold#Resistance|Cold Resistance]] - or level-dependent HP to spare)
 
{{Adventure|name=You'll Put Your Eye Out|drops=none|meat=none|stat=none|image=poleswitch.gif}}
*I TRIPLE dog-dare ya! (1 adventure, requires [[Cold#Resistance|Cold Resistance]] - or level-dependent HP to spare)
 
{{Adventure|name=Blister in the Sun|drops=none|meat=none|stat=none|image=bigmag.gif}}
*Soak Up Some Rays (1 adventure, requires [[Hot#Resistance|Hot Resistance]] - or level-dependent HP to spare)
 
{{Adventure|name=Did I Leave the Floor On?|drops=none|meat=none|stat=none|image=burner.gif}}
*Traverse the Hot Hot Floor (1 adventure, requires [[Hot#Resistance|Hot Resistance]] - or level-dependent HP to spare)
 
{{Adventure|name=Giant Creepy Floating Skull|drops=none|meat=none|stat=none|image=giantskull.gif}}
*Move Past the Skull (1 adventure, requires [[Spooky#Resistance|Spooky Resistance]] - or level-dependent HP to spare)
 
{{Adventure|name=The Night Gallery|drops=none|meat=none|stat=none|image=nopic.gif}}
*Take the Tour (1 adventure, requires [[Spooky#Resistance|Spooky Resistance]] - or level-dependent HP to spare)
 
{{Adventure|name=Sewage Moat|drops=none|meat=none|stat=none|image=sewermoat.gif}}
*Jump the Moat (1 adventure, requires [[Stench#Resistance|Stench Resistance]] - or level-dependent HP to spare)
 
{{Adventure|name=The Warehouse of Eternal Stench|drops=none|meat=none|stat=none|image=bigstench.gif}}
*Smell Baaad! (1 adventure, requires [[Stench#Resistance|Stench Resistance]] - or level-dependent HP to spare)
 
{{Adventure|name=Seriously, I Just Read It For the Articles|drops=none|meat=none|stat=none|image=mags.gif}}
*Perambulate Past the Periodicals (1 adventure, requires [[Sleaze#Resistance|Sleaze Resistance]] - or level-dependent HP to spare)
 
{{Adventure|name=You Schmooze, You Lose|drops=none|meat=none|stat=none|image=greasemoat.gif}}
*Hop the Moat (1 adventure, requires [[Sleaze#Resistance|Sleaze Resistance]] - or level-dependent HP to spare)
 
{{Adventure|name=Room 3|drops=[[Extra-strength strongness elixir]]<BR>[[Jug-o-magicalness]]<BR>[[Potato sprout]]<BR>[[Rubber axe]]<BR>[[Skeleton key]]<BR>[[Suntan lotion of moxiousness]]<BR>[[Walrus-tusk earring]]<BR>|meat=none|stat=none|image=chest.gif}}
 
{{Adventure|name=Room 6|drops=[[Can of maces]]<BR>[[Concentrated magicalness pill]]<BR>[[Enchanted barbell]]<BR>[[Giant moxie weed]]<BR>[[Pick-O-Matic lockpicks]]<BR>[[Ring of half-assed regeneration]]<BR>[[Skeleton key ring]]<BR>|meat=none|stat=none|image=chest.gif}}
 
{{Adventure|name=Room 10|drops=[[Boris's key]]<BR>[[Boris's ring]]<BR>[[Jarlsberg's earring]]<BR>[[Jarlsberg's key]]<BR>[[Sneaky Pete's breath spray]]<BR>[[Sneaky Pete's key ]]<BR>
|meat=none|stat=none|image=chest.gif}}
 
[[Category:Locations|Daily Dungeon]]

Latest revision as of 04:01, 6 October 2014

The Daily Dungeon
The Daily Dungeon
The Daily Dungeon
Zone Num 325
Location The Dungeoneers' Association
Unlocks Available by default
Recom Stat 15
Combat %
ML 12 - 20
Terrain underground
Special Adventures
Lucky none
refreshedit data

The Daily Dungeon can be found inside The Dungeoneers' Association in the Big Mountains.

Once per day, you can traverse the fifteen rooms of the dungeon. Most rooms contain a monster, or test your skill or elemental resistance, but fear not, for there are also three treasure filled chests to reward you for your courage! The order of the rooms is randomised for each player (with the exception of the treasure rooms, which are always in rooms five, ten, and fifteen) and is re-randomised when they ascend, however, there will always be four of each (non-treasure) room type in the Dungeon. The contents of the rooms reset after rollover.

There are three types of obstacles in the Dungeon: door rooms, trap rooms, and monster rooms. Monster rooms are simple enough; there is an enemy to be fought, and, by defeating them, you can progress to the next room. Trap rooms are a little trickier — advancing through the room will trigger a trap, which will deal 50% of your maximum HP in elemental damage. Having resistance for the element the trap is aligned with will not decrease the damage you take, however, you will gain stats proportional to the level of resistance you have. These traps can be skipped, however, simply by having an eleven-foot pole in your inventory when the trap is triggered. This will allow you to not take any damage, and not spend an adventure, but will also not let you gain any stats from the trap.

In Door rooms, there are many potential options. You can try the doorknob, which will allow you to pass, but may cost HP or a few adventures. You may bash the door down, magic it open, or sneak past it, which allows you to get past with a lower chance of a trap if your stats are high enough. You can use a skeleton key, a set of Pick-O-Matic lockpicks or even a Platinum Yendorian Express Card to get past for no adventure cost, and never set the trap off. The ‎treasure rooms themselves also have interesting mechanics; with a Ring of Detect Boring Doors‎ equipped, you may skip ahead three rooms (including the treasure room).

A primary stat of 15 is suggested. If your main stat isn't high enough, you'll see the following message:

You approach the entrance to the Daily Dungeon, and feel a strange sensation in your midsection. The sensation spreads throughout your entire body, and when it finally gets to your nose, you recognize it by its smell -- fear.
(It is recommended that you have at least 15 <mainstat> to adventure here.)

Monsters


apathetic lizardman This monster is a Humanoid -- (edit metadata)
  • Item Drops: flavorless gruel
  • Meat Drop: 16-24
  • Monster Level: 20 • Substat Gain: 5 • Moxie for No Hit*: 30
  • Monster Defense: 18
  • Hit Points: 12
  • Initiative: 60
  • Elemental Alignment: None
  • Note: Physically attacking gives 10 turns of Apathy.

dairy ooze This monster is a Slime -- (edit metadata)
  • Item Drops: mana curds
  • Meat Drop: 10-14
  • Monster Level: 13 • Substat Gain: 3.25 • Moxie for No Hit*: 23
  • Monster Defense: 11
  • Hit Points: 8
  • Initiative: 60
  • Elemental Alignment: None
  • Damage Resistance: 50%

dodecapede This monster is a Bug -- (edit metadata)
  • Item Drops: clutch of dodecapede eggs
  • Meat Drop: 10-14
  • Monster Level: 12 • Substat Gain: 3 • Moxie for No Hit*: 22
  • Monster Defense: 10
  • Hit Points: 8
  • Initiative: 60
  • Elemental Alignment: None
  • Note: A successful attack from this monster may give the effect A Little Bit Poisoned.

giant giant moth This monster is a Bug -- (edit metadata)
  • Item Drops: giant giant moth dust
  • Meat Drop: 14-18
  • Monster Level: 16 • Substat Gain: 4 • Moxie for No Hit*: 26
  • Monster Defense: 14
  • Hit Points: 11
  • Initiative: 60
  • Elemental Alignment: None

mayonnaise wasp This monster is a Bug -- (edit metadata)
  • Item Drops: glob of spoiled mayo
  • Meat Drop: None
  • Monster Level: 17 • Substat Gain: 4.25 • Moxie for No Hit*: 27
  • Monster Defense: 15
  • Hit Points: 11
  • Initiative: 60
  • Elemental Alignment: None
  • Note: A successful attack from this monster may give the effect A Little Bit Poisoned.

pencil golem This monster is a Construct -- (edit metadata)
  • Item Drops: pencil stub
  • Meat Drop: None
  • Monster Level: 15 • Substat Gain: 3.75 • Moxie for No Hit*: 25
  • Monster Defense: 13
  • Hit Points: 11
  • Initiative: 60
  • Elemental Alignment: None

sabre-toothed lime This monster is a Beast -- (edit metadata)
  • Item Drops: twist of lime
  • Meat Drop: 12-18
  • Monster Level: 14 • Substat Gain: 3.5 • Moxie for No Hit*: 24
  • Monster Defense: 12
  • Hit Points: 8
  • Initiative: 60
  • Elemental Alignment: None

tonic water elemental This monster is an Elemental -- (edit metadata)
  • Item Drops: tonic djinn
  • Meat Drop: 15-21
  • Monster Level: 18 • Substat Gain: 4.5 • Moxie for No Hit*: 28
  • Monster Defense: 16
  • Hit Points: 14
  • Initiative: 60
  • Elemental Alignment: None

vampire clam This monster is Undead -- (edit metadata)
  • Item Drops: vampire chowder, vampire pearlp
  • Meat Drop: 15-21
  • Monster Level: 40 • Substat Gain: 10 • Moxie for No Hit*: 50
  • Monster Defense: 17
  • Hit Points: 14
  • Initiative: 60
  • Elemental Alignment: None

Other Rooms


I Wanna Be a Door
I Wanna Be a Door
  • Try the doorknob: Suffer trap effects
  • Use a skeleton key: Successfully unlocks the door every time (breaks the key most times), no adventure cost
  • Use your lockpicks: Successfully unlocks the door every time, no adventure cost
  • Bash it down: Muscle stat test, may trigger trap
  • Magic it open: Mysticality stat test, may trigger trap
  • Sneak past it: Moxie stat test, may trigger trap
  • Use your credit card to open the door: Successfully unlocks the door every time, no adventure cost
  • Leave the way you came in.: Leaves the adventure
  • Note: The choice to use a skeleton key only appears when you have one in your inventory.
  • Note: The choice to use your lockpicks only appears when you have a Pick-O-Matic lockpicks in your inventory.
  • Note: The choice to use your credit card only appears when you have a Platinum Yendorian Express Card in your inventory.

It's Almost Certainly a Trap
It's Almost Certainly a Trap
  • Proceed forward cautiously: Take elemental damage (without eleven-foot pole), gain stats proportional to resistance
  • Use your eleven-foot pole: Pass the room, no adventure cost
  • Proceed backwards cautiously: Leaves the adventure
  • Note: The choice to use an eleven-foot pole only appears when you have one in inventory.

Daily Done, John.
  • Note: Appears only after receiving The Final Reward.
  • Note: Does not take an adventure.

Treasure Rooms


The First Chest Isn't the Deepest.
The First Chest Isn't the Deepest.

Second Chest
Second Chest

The Final Reward
The Final Reward

Notes

  • Noblesse Oblige maintains a calendar noting the dungeon challenges that players will face each day. The revamp made this inoperable.

History

  • On August 17, 2013, The Daily Dungeon had a major revamp. History of what it was previously like is in The Daily Dungeon/Retired.