Dungeon Guide
Dungeons in Wanderfolk are procedurally generated underground complexes — one per biome — containing 15-20 rooms of combat, resources, treasure, and a final boss encounter. Monsters inside have 3x HP and 2x damage versus their overworld versions, making dungeons the game’s hardest and most rewarding content.
Dungeon Generation
Every dungeon is unique. The BSP algorithm divides a large rectangular space into rooms and corridors:
| Parameter | Value |
|---|---|
| Map size | 250 × 150 tiles (8000 × 4800 px) |
| Room count | 15–20 rooms |
| Min room size | 8 × 8 tiles |
| Max room size | 20 × 20 tiles |
| Corridor width | 3 tiles |
| BSP depth | 7 levels |
The entrance is always on the left side of the map, and the boss room is always on the right side. You must navigate through combat rooms, resource rooms, and treasure rooms to reach the boss.
Dungeon Themes
Each biome produces a uniquely themed dungeon:
| Biome | Dungeon Name | Theme |
|---|---|---|
| Meadow | Burrow Warren | Earthy tunnels, root systems |
| Farmland | Rot Cellar Labyrinth | Decayed storage cellars |
| Dense Forest | Blackbark Catacomb | Dark wood and bone |
| Swamp | Drowned Root Vault | Waterlogged caverns |
| Mountains | Shatterdeep Mine | Collapsed mineshafts |
| Desert | Sunken Sand Crypt | Sand-buried tombs |
| Tundra | Frost Ossuary | Frozen bone chambers |
| Volcanic | Magma Rift Bastion | Lava-filled fortress |
| Coast | Tidecarve Grotto | Sea-carved caves |
| River Delta | Floodplain Warrens | Muddy burrow networks |
| Ancient Ruins | Sentinel Vault | Ancient machine halls |
| Dark Hollow | Umbral Keep | Shadow-drenched castle |
| Crystal Caves | Prism Labyrinth | Crystal-walled maze |
| Enchanted Grove | Thorn Sanctum | Living thorn fortress |
Monster Scaling
Dungeon monsters are significantly more powerful than their overworld counterparts:
| Multiplier | Value |
|---|---|
| Monster HP | 3.0x base |
| Monster damage | 2.0x base |
| Boss HP (additional) | 3.0x on top of dungeon multiplier |
| Boss damage (additional) | 1.5x on top of dungeon multiplier |
A skeleton in the overworld has 30 HP. Inside a dungeon, that same skeleton has 90 HP (30 × 3.0). A dungeon boss gets both multipliers — the Meadow Colossus (420 HP overworld) would have 420 × 3.0 × 3.0 = 3,780 HP in the Burrow Warren.
Monster Density
| Location | Monsters |
|---|---|
| Combat room | 2–4 monsters |
| Corridor | ~1 per 150 tiles |
| Resource room | 0–1 monsters |
| Treasure room | 0 (but may be trapped) |
| Boss room | 1 boss + potential adds |
Entering a Dungeon
Dungeon entrances appear in the overworld as visible landmarks — cave mouths, trapdoors, or ruined archways. Walk up and press E to enter.
Before entering:
- Bring a party — you can bring up to 6 companions into dungeons (vs 4 in the overworld)
- Recruit strategically — dungeon party recruitment requires 45+ reputation with each NPC. Military roles (warriors, shieldmaidens) are your front line, while support roles (priests, herbalists) heal and apply buffs from range. An enchanter turns corridors into trap-filled kill zones. See Companions for the full role breakdown and recommended party composition.
- Stockpile potions — bring 8–12 healing potions minimum. Your companions share your potion pool, so a full party of 6 burns through supplies fast. The auto-potion system handles consumption automatically during combat — you just need to carry enough.
- Carry resistance potions — Frost/Fire/Shadow resistance potions auto-activate at the boss fight, giving you a free pre-heal
- Equip your best gear — the 3.0x HP/2.0x damage multipliers mean overworld gear may not cut it. Repair damaged equipment at a blacksmith before entering — a broken weapon mid-dungeon is a death sentence.
- Check your reputation — you need 45+ reputation to recruit companions for dungeons
Captive Rescue
Some dungeon rooms contain captive NPCs — villagers kidnapped by bandits or monsters. Rescuing them (interact with their cage/bonds) earns a significant reputation boost with their home village. Captives are always from a village you’ve visited, so the reputation gain is immediately useful.
Tips
- Clear rooms methodically — don’t rush past combat rooms, as monsters may chase you into the next encounter
- Resource rooms are safe havens — harvest plants and ores while catching your breath
- Save potions for the boss — the final fight is always the hardest, and the Phase 2/3 transitions ramp difficulty sharply
- Retreat is valid — you can leave a dungeon at any time through the entrance. Progress is not saved, but neither is death.
- Hazard tiles are permanent — spike traps, lava, and poison pools don’t disappear. Learn the hazard types and plan your movement.
Related Articles
- Room Types — the 5 room types and what to expect in each
- Hazards & Traps — the 6 hazard tile types and how to survive them
- Loot Tables — treasure chest contents and boss drops by dungeon tier
- Companions — recruiting and managing your dungeon party
- Boss Guide — stats and strategies for every dungeon boss