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Dungeon Room Types

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Basic Information

All dungeons follow a basic layout of multiple rooms and corridors. The amount and types of rooms and corridors vary by the type of dungeon and what item was dropped on its altar.

Minimap

In dungeons, the minimap displays square rooms and narrow corridors. Depending on the dungeon, the layout is entirely visible, but oftentimes it is hidden from view which can only be unshaded by traversing through the dungeon's rooms and corridors, using Awakening of Light, or by using a Belisha, Odd-Eye Belisha Support Puppet, or Counseling Program Yui.

Corridors

Dungeons have many corridors or pathways that connect between rooms. Their length ranges from a simple room length to an entire loop around the dungeon's floor.

Oftentimes these pathways will lead to a dead end. However, in certain dungeons these dead ends contain chests that hold items such as gold or potions.

In Barri Dungeon, four ore deposits may lie around within a corridor.

On occasion, a group of monsters will appear within a square, containing a chest containing a Dungeon Key in a corner and oftentimes three Mimics in the other corners.

Rooms

Dungeons contain many square rooms connected by corridors or other rooms. These rooms often house monsters that must be defeated in order to progress.

Except for Albey Dungeon, the first room of every floor starts off with an "Upstairs" to the previous floor and a Dungeon Statue. Clicking the statue allows players to warp back to the beginning of a floor should they be Knocked Unconscious.

As players progresses, they will encounter a locked door that requires a Dungeon Key in order to open. The key is either dropped from a monster or looted from a chest. It is not necessary to kill all the monsters once a key has been acquired, and monsters will eventually despawn as the player progresses further into the dungeon. However, in Castle Dungeons and Iria, most locked doors are a part of a spawn of monsters that can only be unlocked by killing them.

At the end of a floor, a particular room will have an entryway that leads to "Downstairs" or the next floor.

A blue or red fountain sometimes sits in the center of a room. Clicking on it grants positive or negative effects to the player, with the effects varying by the fountain's color.

Some dungeons may also have three random herb patches lying around. Barri Dungeon may also hold four ore deposits in the four corners of a room.

Monsters always lurk within the dungeon rooms and are deployed in various ways:

  • A lone chest appears in a room. The chest contains gold, potions, bandages, or firewood, but also seals the room and spawns monsters. Players can enter the room from the outside by clicking the door. However, is not possible to leave a closed room by clicking the door from the inside; the only way to leave is get Knocked Unconscious and resurrecting outside of the room or leaving the dungeon through some way. The room will only open once all the monsters have been defeated. Monsters are spawned in multiple ways through this method:
    • In one or three waves. One of the monsters in the last wave will hold a Dungeon Room Key.
    • In Castle Dungeons and Iria, after opening the chest, two groups of monsters may spawn, with one of the groups transparent which cannot be attacked but can neither attack. After every few seconds, the transparency cycles between the two groups, healing the monsters that come out of transparency. However, any wounds will not be healed.
    • In Iria, three groups of monsters will spawn; two of them transparent. Over time, one group will come out of transparency.
    • In Iria dungeons, three groups of monsters will spawn; one group occupying the four corners, the rest in the center of the room. The groups in the room's center will despawn over time.
  • Monsters will automatically spawn once the player nears the room. Sometimes, a chest containing a dungeon room key sits in one corner, while Mimics or other monsters lie in the other corners. Very rarely, pre-spawned monsters may appear simultaneously in rooms of another type.
  • Four marbles (in Uladh) or pillars (in Iria) sit at the four corners of a room, along with a locked door. Instead of a key, one of the marbles will open the door when hit, but hitting the wrong marble will spawn monsters. Uladh's marbles will permanently light up when hit while Iria's pillars will sink into the ground. The correct marble rotates clockwise after every 10 seconds. Monsters will not spawn when a marble/pillar is hit after the door opens. Sometimes the monsters may hold a Treasure Chamber Chest Key.
  • Nine treasure chests spawn in a 3x3 formation in a room, with their keys in possession of marble monsters. These chests contain gold, potions, or enchants, but may also seal the room and spawn monsters.
  • In Iria dungeons, a lone pillar sits in the middle of the room. Hitting the pillar spawns three groups of transparent monsters. Hitting the pillar again will either despawn one, two, or all groups, slowly remove the transparency of a group of monsters over time, or both.
  • Every end of a dungeon contains a boss room, which is roughly four times the size of a normal room. A cutscene usually occurs after opening the boss door, along with a or multiple powerful boss(es) and sometimes its minions scattered in the room.

Once the boss room has been cleared, the final reward room lies in wait. A statue in the room's center will warp players back to the dungeon's lobby, along with up to eight treasure chests surrounding the statue. A Treasure Chest Key rewarded to the party's original members is rewarded upon clearing the boss room, which is used to open the chests. Beware that this key may not be transferred through other floors, and if a party member is not on the last floor by the time the boss has been defeated, they will lose their key.

Trivia

  • In the Lorna & Pan series, Lorna and Pan were able to escape a locked dungeon room by "opening" the closed door. However, in-game this is not possible.

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