Nível 1:
In
the corrupted forest
of Malas, east of
the Necromancer city
of Umbra, lies the
entrance to the
terrible dungeon of
Doom. The dungeon is
a dangerous place
filled with all
manner of traps and
monsters more
vicious than most,
but as with most
places of evil,
Dungeon Doom also
holds great riches
for those
adventurers who dare
to enter.
The entrance
itself is an immense
dark stone structure
littered with the
remains of previous
visitors to the
dungeon, some human
and some definitely
not human. Stairs
descending down
under the structure
lead only to a small
underground room
containing nothing
of interest, nothing
except a hole in the
ground that is.
The only way
forward from there
is to jump. Down the
hole, down to your
Doom...

Once you're
inside the dungeon
of Doom the grim
reality dawns upon
you.. The hole where
you entered is far
above and out of
your reach, there is
no way you're going
to get out the same
way as you got in.
So what do you do
if you need to get
out of there and you
just used your last
reagents or runebook
charges? Or even
worse, if you're
dead?
The answer is
simple: You walk to
the moongate, which
is in the far
northeastern corner
of the dungeon, past
the countless
monsters that roam
the hallways. The
moongate will take
you outside to the
corrupted forest.

However, if you
are in the Gauntlet
area of the dungeon
you won't be able to
get to this exit.
Have no fear though,
because there is an
identical moongate
on the beach just
next to the ferry.
Scattered around
the entire dungeon
one can find strange
items known as
artifacts. Although
these artifacts seem
to just be laying
there for the taking,
that unfortunately
isn't possible
because they a
magically locked to
the ground.
The only way to
obtain these
artifacts are by
being an
exceptionally good
thief, with at least
Grandmaster status
in the Stealing
skill. The skilled
thief can simply try
to steal the items
from the ground, the
higher skill he has,
the better are his
chances of
succeeding.
The artifacts are
divided in a number
of levels, level 1
being the lowest and
level 12 the highest.
For each level the
artifact has, the
time it takes for it
to re-spawn
increases, so while
a level one only
takes around 90
minutes, a level 3
may take around 6
hours or more.
The following is
a list of all the
known stealable
artifacts and their
level.
|
Artifact |
Level |
Respawn Time |
|
Damaged Books |
1 |
1.5 Hours |
|
Bottle (Bong) |
1 |
1.5 Hours |
|
Rock |
1 |
1.5 Hours |
|
Skull Candle |
1 |
1.5 Hours |
|
Stretched Hide |
2 |
3 Hours |
|
Brazier |
2 |
3 Hours |
|
Lamp Post |
3 |
6 Hours |
|
Books (Stacked) |
3 |
6 Hours |
|
Books (Face down) |
3 |
6 Hours |
|
Studded Leggings
(Hanging) |
5 |
1 Day |
|
Egg Case |
5 |
1 Day |
|
Skinned Goat |
5 |
1 Day |
|
Gruesome
Standard |
5 |
1 Day |
|
Bloody Water |
5 |
1 Day |
|
Tarot Cards |
5 |
1 Day |
|
Backpack (Reversed) |
5 |
1 Day |
|
Studded Tunic |
7 |
4 Days |
|
Cocoon |
7 |
4 Days |
|
Skinned Deer |
8 |
8 Days |
|
Saddle |
9 |
8 Days |
|
Leather Tunic (Hanging) |
9 |
16 Days |
|
Zyronic Claw (Magic
Weapon) |
10 |
1 Month |
|
Titan's Hammer (Magic
Weapon) |
10 |
1 Month |
|
Blade of the
Righteous (Magic
Weapon) |
10 |
1 Month |
|
The Inquisitor's
Resolution (Magic
Gauntlets) |
10 |
1 Month |
|
Ruined Painting |
12 |
4 Months |
The Respawn
times listed are
only approximate
numbers, they may
vary by +/- 20%. It
is measured from
when the item last
spawned, not when it
was stolen.
While most of the
stealable artifacts
are strictly
decorative items,
there are a few of
them that are
weapons or armor
imbued with powerful
magical properties.
Descriptions of
those can be found
here.

In the northern
end of the large
hall west of the
entrance to the
dungeon stands four
tall statues.
Between the statues
are 5 pressure pads
and 4 levers, these
are all part of a
devious and lethal
puzzle.
To solve the
puzzle you have to
be in a group of at
least 5 people. Each
person will have to
stand on one of the
pressure pads, and
then the trick is to
figure out which
order the levers
have to be pulled.
Unfortunately this
will have to be done
by trial and error
at first and error
usually means death
to a few of the
people present.
When all four
levers have been
pulled one of two
things will happen.
If they were pulled
in the wrong order,
large boulders will
fall from above and
hit everyone in the
area for a great
deal of damage. In
addition the that
the statues will
give you a little
clue about what you
did wrong. If the
levers were pulled
in the correct order,
the person standing
on the green
pressure pad in the
center of the
statues, will be
teleported to a
small room with no
doors, a room
commonly known as
the lamp room.
Inside the lamp
room there can be
three things of
interest. The first
is the level 3
stealable artifact
Lamp Post. The
second is the level
10 stealable
artifact gauntlets "The
Inquisitor's
Resolution". The
third is a small
golden box placed on
the table in the
center of the room.
The golden box turns
out to be a cleverly
concealed trap when
opened though, as a
strange creature,
known as the
Wanderer of the Void,
will appear when the
lid is lifted.

As if one trap
wasn't enough in
this small room,
once you enter the
room a lethal gas
will start to seep
in though cracks in
the walls. At first
the gas will merely
make you a bit
nauseous, but over
time it grows more
concentrated and if
you do not escape
quickly you will
surely collapse in
there and die.
In the far
northern end of the
dungeon, behind 3
sets of double doors,
lies room which is
one of the most
deadly traps known.
From the doorway you
immediately notice
the large piles of
human remains just a
few steps into the
room, but the cause
of their death isn't
apparent from there.
Other things of
interest in the room
are two large
statues near the
door, a stone
pentagram in the
center of the room
and a few chests
hiding untold riches.
Once you step a
few steps into the
room, the cause for
all the skeletal
remains becomes
clear though. The
massive doors will
slam shut and become
impossible to open,
from out of nowhere
a number of Dark
Guardians, a
creature closely
related to the Lich,
will appear on the
pentagram and deadly
poison will slowly
start to fill the
room, making it
increasingly harder
to breathe in there.
For each creature
in the room two Dark
Guardians will
appear and now only
one thing remains...
Kill or be killed.
If you manage to
kill all the
guardians the poison
will clear the air,
the doors will
unlock and you are
free to leave. If
the guardians manage
to kill you, they
will disappear and
the same things will
happen, although
when your ghost
tries to leaves the
room it will be
transported to a
location in the
other end of the
dungeon along with
your remains.
One of the main
reasons to enter
Dungeon Doom can be
found in a room to
the southeast of the
entrance. In the
corner of that room
lives an ancient
sorceress by the
name of Victoria,
who has been cursed
to wander the unholy
halls for all
eternity.

Victoria has an
interesting tale to
tell about a
creature she calls
the Dark Father and
also someone called
Chyloth the Ferryman.
Apparently she once
tried to kill the
Dark Father, but
failed and became
cursed instead. To
get her revenge for
that she will offer
to help you get
across the lake to
the area known as
the Gauntlet, where
the Dark Father can
be summoned.
To receive her
help you will
however first need
to collect 1000
Daemon Bones, which
can be found on all
creatures in the
dungeon. The more
powerful the
creature, the more
bones it will have.
Once you have
given the 1000
Daemon Bones to
Victoria she will
summon a powerful
Bone Daemon for you
to defeat. If you
manage to dispose of
the Daemon,
searching its corpse
will yield a strange
golden skull, which
will be your ticket
across the lake.

If you at any
point leave the
dungeon, after the
Daemon has been
summoned for you,
and you haven't
received a skull,
the 1000 bones will
be returned to you.
Now that you have
a golden skull, head
for the beach at the
lake in the southern
end of the dungeon.
When you get there
you should find a
dark platform with a
large bell hanging
above it. This is
the Bell of the Dead
and once rung it
will summon a
mysterious figure
known as Chyloth the
Ferryman.
Chyloth will yell
at you a bit at
first, something
about only the dead
may cross, but if
you hand him the
golden skull, he
suddenly changes his
mind and lets you
and everyone in your
party hop aboard his
ferry and sail
across the lake.
Summoning Chyloth
without giving him a
skull is not
something that is
advisable, as
Chyloth has a very
dangerous pet at his
disposal. If you do
so anyway, running
away would be the
best advice, because
otherwise you might
find yourself in the
belly of a Skeletal
Dragon.

Finally you are
at the infamous
Gauntlet of Doom. A
place of untold
riches and an untold
number of dead
adventurers.
The first thing
you should do once
you get here, is
familiarize yourself
with Nix the Variety
Dealer. Nix can be
found by walking
through a wall in
the eastern side of
the hallway leading
south from the beach,
there he has made a
small shop where he
sells all manner of
supplies, that could
be useful to the
brave adventurer.
Further down the
hallway you will
reach a large hall
with six pentagrams
on the floor, this
is the center of the
Gauntlet. The
Gauntlet is made of
a five rooms, each
with a some very
powerful creatures
in them, the number
of which depends on
the number of people
in there. The rooms
will have to be
defeated in a
clockwise direction
from the entrance
and once you enter
an active one you
can only leave by
death, either yours
or the monsters in
the room, as the
doors to the room
will be locked.
If you should
happen to die in the
Gauntlet, and you
most likely will,
all hope isn't lost.
In the northwestern
room lives a kind
healer, who will
help you find your
path back to life
for the small fee of
5.000 gold pieces.
Now that you know
the place a bit
better, let's get on
with business... The
first room, which is
the eastern one, is
inhabited by
creatures know as
Darknight Creepers,
strange creatures
that seem to have
several torsos
stacked upon each
other. You will have
to get rid of all of
them if you want to
get out again in one
piece.
Once the first
room is cleared, you
can proceed to the
next one, the one to
the southeast. This
one is inhabited by
Flesh Renderers,
a type of giant
insect that moves at
an amazing speed and
has the ability to
knock you off your
mount. You will have
to move fast to get
out of this one.
The third room is
not for people who
fear long sharp
objects, it is
inhabited by
Impalers, who
instead of hands
have long sharp and
pointy spikes at the
end of their arms. A
strong armor or a
lot of running
around is required
here.
The fourth room
is by many
considered the
easiest one, it is
inhabited by
Shadow Knights,
a group of undead
warriors who have
the ability to hide
and stealth around.
Once they are
revealed they
shouldn't pose much
of a threat to the
experienced fighter.
Finally the fifth
and final room is
now open to you. In
there the
Abyssmal Horrors
await with their
powerful magic
skills ready to fry
you. The key to
surviving this room
is plenty of
resistance and a lot
of physical damage.
With the fifth
room defeated, you
should head out into
the center of the
Gauntlet again. Here
you will find the
fruit of your hard
labour, the
Dark Fathers.
The Dark Fathers
will be a battle to
remember, since they
are as strong as all
the other creatures
in the Gauntlet
together and also
because they have
the power to summon
large numbers of
undead creatures to
their aid.
Now that you're
all done you might
ask what the point
of all this Gauntlet
stuff is. Well isn't
it obvious? Wealth
beyond you wildest
dreams of course.
Well maybe not quite
that much, but each
of the Gauntlet
monsters has a
chance of dropping a
powerful
magical artifact
in the backpack of
one of its killers.
These artifacts
should make it well
worth your trouble
to go through all
this, if you are
lucky enough to get
one.
Only one thing
remains now and that
is to leave this
accursed place.
Recalling or gating
is out of the
question since the
evil of the place
blocks that kind of
magic, but luckily
there is a moongate
on the beach right
next to the ferry.
This moongate will
take you to outside
the entrance in the
corrupted forest.
Use it and you
have escaped your
Doom. |