The Deeps
Five dungeons lie under the realm. Their doors are locked, and the keys are out there on the monsters.
The dungeons | Keys | Below | Spoils and falling | Dungeon sets | Delving together | Records
The dungeons
| Dungeon | Door | Depths | Floors | Boss |
|---|---|---|---|---|
| The Barrow-downs | 360, -250 (circle 4) | like circles 3 to 7 | 3 | the Barrow-wight King |
| Goblin-town | -1000, 650 (circle 10) | like circles 8 to 15 | 4 | the Great Goblin |
| The Mines of Moria | 1700, -1150 (circle 17) | like circles 15 to 22 | 5 | Durin's Bane |
| Dol Guldur | -4000, -2800 (circle 40) | like circles 36 to 60 | 6 | the Necromancer's Shade |
| Angband | 9000, 11800 (circle 119) | like circles 100 to 170 | 8 | Glaurung, Father of Dragons |
Each floor is a little harder than the one above, and its monsters are about 15% stronger than the same circle outside. Type /deeps in the chat to see every door, your keys and the records.
Keys
A monster slain out in the realm sometimes carries a key: one time in about seventy, or one in four from a champion or nemesis. The key fits the deepest dungeon whose depths begin at or above the circle you are in, so the farther out you hunt, the deeper the dungeons you can open. Stand on a door and choose Enter Deeps; the key is used up as you go in.
In the browser client your keys are shown beside your magic items, one for each dungeon in its own metal (bronze for the Barrow-downs, rusted iron for Goblin-town, mithril for Moria, violet for Dol Guldur and red for Angband), lit with a count when you hold one. Hover over a key to see where its door is. A newly found key glints.
Below
A floor is a 7 × 7 grid of rooms. You see the room you are in and the rooms beside it; the rest is dark until you get there. Passages run north, south, east and west, and every step is a turn. In the browser client the floor is drawn in the Travel panel.
| ๐น Monster | Fight it. Flee and you are back in the room you came from. |
| ๐ฐ Chest | Gold, sometimes gems or gear. One in four has a trap on the lock: a needle or poison gas. |
| Trap | Hidden until you step on it: spikes, poison gas, or a floor that drops you to the floor below. |
| โจ Shrine | Restores your energy, cures poison and gives back a quarter of your mana. Once each. |
| ๐๏ธ Key | On half the floors the stair down is behind a locked door, and its key lies somewhere on the floor. |
| โ๏ธ Guarded stair | A Warden of the Stair (twice as tough) blocks the way down. Beat it, then Descend. |
| โฌ๏ธ Way out | Every floor starts at a stair up. Climb Out there, from any floor, with your spoils. |
| ๐ Boss | On the last floor. Five times a monster's energy and much stronger. Beat it and a way out opens where it stood. |
You can rest below, but something may come looking for you, except in a room with a stair up: nothing troubles you there.
Spoils and falling
Gold, gems and gear found below go into your spoils, not your purse. Monsters below drop no treasure of their own: what they guard goes into the spoils too. Each floor down makes the spoils richer, half again on the second floor, twice as rich on the third, and so on. You keep them when you climb out. You can carry up to eight pieces of gear in your spoils; anything more is stripped for its worth in gold. Experience is yours as soon as you earn it. If the gold is more than you can carry without slowing down, the excess is changed at the door for gems (1,000 gold each), which weigh next to nothing and sell at any trading post.
If you die below, you don't die. You are dragged out of the dark and wake at the door with 1 energy, alive, but your spoils are lost. Leaving the game partway through a delve loses them too.
Dungeon sets
Every dungeon has its own five-piece set, one piece for each slot. Bosses always drop a piece (sometimes two), and wardens and chests sometimes do. Wear pieces of the same set for:
| Pieces | Bonus |
|---|---|
| 2 | 5% more damage |
| 3 | 7% less damage taken |
| 5 | the set's own power, below |
| Set | From | All five |
|---|---|---|
| Wight-lord's Regalia | The Barrow-downs | monsters find you 15% less often |
| Goblin-king's Plunder | Goblin-town | 25% more gold |
| Dwarf-lord's Mithril | The Mines of Moria | 15% less damage taken (on top of the 7%) |
| Necromancer's Raiment | Dol Guldur | spells cost 25% less and hit 25% harder |
| Ironcrown Arms | Angband | 20% more damage and 10% more experience |
Set pieces are made for the depth they come from, at Masterwork quality or better. Bosses can also give an artifact, like any great deed.
Delving together
Delves are solo. When the realm's wizards open group delves, up to four players can share one: entering a door where others are below offers to Join them. The floors, chests and keys are shared, wardens and bosses have one pool of energy that everyone wears down, and each delver keeps their own spoils.