Dungeon travel and outposts

Game version 1.2.7. Prose checked against 1.2.5.

Dungeon rooms can contain monsters, treasure, features and routes deeper. Progress is not only a damage check: supplies and Mental matter across the entire trip.

What you can meet in a room, from chests, traps and shrines to puzzles and strangers, is on dungeon features and random events. The rarest events have their own page, rare encounters.

Rest and exploration

New rooms add depth strain, while already explored rooms do not charge that room strain again. Completed monster fights add their own strain. Camp in a cleared room where the option is available. Camp and Safe Haven rest share a floor allowance.

Broken prevents deeper travel. A portal is not a way around that condition. Mental treatment belongs in your expedition plan.

Dungeon outposts

Some theme boundaries contain safe outposts with trading, healing or lore. Services vary by outpost, so do not assume that every stop can heal you or sells the same supplies.

These are dungeon destinations, distinct from the Settlement on Castle Grounds. Their lore can reveal deeper history; read it when you want that discovery.

Boss readiness

Boss definitions use base values and phases. Your actual encounter can scale. Before committing, review equipment, consumables, resources and group condition. Boss references keep story and secret definitions behind a disclosure.

Changes by version

1.2.5
Monster names in rooms and group summaries and the dungeon merchant's wares are shown in each player's language, and long dungeon rows wrap at 79 columns.
1.2.4
The follower room view, reward labels, skill toggle names, the descend message's theme, duelist cries and gear are translated into all five languages.
1.2.3
Dungeon screens, outpost greetings and lore, the map and group broadcasts are translated into all five languages, and group broadcasts wrap at 79 columns.