Glossary of Dungeon Terms

Glossary of Dungeon Terms
See Also: Glossary of Syndicate Terms

Attuned

Attuned is a keyword meaning that an item can only be used by a specific character or crawler, and only after a bond has formed between the item and the character.[1]

In D&D 5e, creatures who meet an item's prerequisites can bond with the item by physically touching and focusing on it for one short rest, and will then gain an intuitive understanding of how the item functions. Creatures can only be attuned to a maximum of three (3) items a time, but can typically use any nonmagical properties of an item without attuning to it. [2]

See Also: Attuned Items
  1. Dinniman, Matt. The Eye of the Bedlam Bride (Chapter 19)
  2. Crawford, J., et al. (2014). Dungeon Master's Guide: [Dungeons & Dragons]. Wizards of the Coast.

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Benefit

In the Dungeon, a Benefit is a static trait or characteristic that (unlike spells or skills) cannot be leveled up. These are typically attached to a Class or enchanted item.

See Also: Benefits Category

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Buff

In RPGs, Buffs are temporary status effects that boost a character's stats, skills, or spells, or provide some other positive benefit.[1] In the Dungeon, most buffs are displayed with a timer over the affected character's head, which all other characters can view; notable exceptions are the Divine Intervention buff and Daily Buffs, which are 30-hour buffs earned from items and Personal Space upgrades.

See Also: Player Stats#Daily Buffs GlitchCategory:Status Effects
  1. Status Effect. Wikipedia. Accessed Mar 25, 2024.

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Class

Crawler Classes define and shape a crawler's skillset as they advance through the Dungeon. Crawlers select classes on the Third Floor, and may have the option to further specialize their classes on the sixth, ninth, and twelfth floors.

See Also: Class Wiki Article (explains class mechanics and selection) • Category:Classes.

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Debuff

In RPGs, Debuffs are temporary status effect that impact a character's stats or health, incapacitate the character, or impart some other negative effect.[1] In the Dungeon, most debuffs are displayed with a countdown timer over a character's head.

See Also: Category:Status Effects
  1. Status Effect. Wikipedia. Accessed Mar 25, 2024.

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Divine

Divine is a keyword assigned to Dungeon-generated items that means the item has previously been in contact with a god, and gains different abilities, buffs, and/or debuffs based on its proximity to specific gods and demons. The debuffs are "almost always a good news/bad news thing," causing temporary negative effects but ultimately restoring the crawler in full and then some at the end. In most cases, a crawler cannot view the item's abilities until the item is equipped.[1]

The first time a crawler receives a divine item, they also receive the Fashion of the Gods! Achievement.[1]

  1. 1.0 1.1 Dinniman, Matt. The Eye of the Bedlam Bride (Chapter 3)

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Heirloom

Heirloom is an item keyword that has not been officially defined, but appears to mean that an item has passed between crawlers from multiple Dungeons (i.e. the Dungeon Anarchist's Cookbook).[1]

  1. Dinniman, Matt. The Gate of the Feral Gods (Chapter 3) (p. 41). Dandy House. Kindle Edition.

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Feral

Feral is a keyword and status condition that indicates something has been touched by the Nothing.[1]

  1. Dinniman, Matt. The Gate of the Feral Gods (Chapter 20)

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Fleeting

Fleeting is a keyword assigned to some equipped items. If the item is unequipped or removed for any reason, it will crumble to dust.[1]

  1. Dinniman, Matt. Dungeon Crawler Carl (Chapter 7)

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Gold

Gold coins are the currency used inside the Dungeon. Mobs begin dropping gold on the Second Floor, and Crawlers can begin trading gold for goods and services on the Third Floor.[1]

  1. Dinniman, Matt. Dungeon Crawler Carl (Chapter 4)

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Guilds

Guilds are a Dungeon mechanic introduced on the Sixth Floor that allow separate parties or individuals to team up and share upgrades.[1]

  1. Dinniman, Matt. The Butcher's Masquerade (Chapter 8)

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Mobs

In the world of MMOs, a mob is any non-crawler entity whose primary purpose to to be killed for experience, loot, or to complete quests. These are typically monsters that share a common descriptive name (e.g. Goblin Bomb Bards).

In the Dungeon, each floor contains a predetermined number of general mobs, plus "janitor mobs" created on demand to clean up the game area.[1] Mobs may be fashioned after actual alien races (e.g. Tusklings), created by the System AI, or designed by a team of the production company's writers to either further a plotline or simply create something interesting.[2]

See Also: Category:Mob Types
  1. Dinniman, Matt. The Dungeon Anarchist's Cookbook (Chapter 6)
  2. Dinniman, Matt. Dungeon Crawler Carl (Chapter 35)

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Phased

Phased items are invisible, and do not appear to damage clothing or flesh (meaning there is no visible entry or exit wound) until the item is physically touched. Once touched, the damage appears.[1]

  1. Dinniman, Matt. The Dungeon Anarchist's Cookbook (Chapter 22)

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Sapient

Sapient items are capable of talking; they generally speak only in the mind of the wielder, but some may talk out loud. These items often have names and tend to be annoying, but can be stored in inventory if they won't shut up.[1]

  1. Dinniman, Matt. The Eye of the Bedlam Bride (Chapter 64)

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Scrolls

Scrolls are single-use items that allow a crawler to cast a spell without spending mana points (mp).[1] Once a scroll is used, it disappears; however, if a crawler uses the same type of scroll more than 200 times, they permanently learn the spell.[1][2] Mordecai recommends having the party member with the highest intelligence read any scrolls to prolong or increase their effect.[3]

See Also: Category:Scrolls
  1. 1.0 1.1 Dinniman, Matt. Dungeon Crawler Carl (Chapter 7)
  2. Dinniman, Matt. The Gate of the Feral Gods (Chapter 13)
  3. Dinniman, Matt. Dungeon Crawler Carl (Chapter 25)

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Tomes

Tomes

Tomes of [Spell] allow crawlers to permanently learn a given spell.[1] Crawlers can only read a tome if they have enough mana points to cast the spell.[2]

See Also: Magic & Spells
  1. Dinniman, Matt. Dungeon Crawler Carl (Chapter 7)
  2. Dinniman, Matt. Dungeon Crawler Carl (Chapter 19)

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Unique

Unique is a keyword assigned to Dungeon-created items, meaning that there can only be one iteration of the item in the Dungeon at any given time.
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Vorpal

Vorpal is a condition that means the target has been deputized by the gods to fight demons.

Any race or creature can be vorpal, and the condition may be hidden until a demon is nearby. Vorpals can sense demons and attract demon aggro, and grow stronger and angrier the closer they are to demons. They explode if they think they'll lose a fight. They will eventually dissipate and return to the celestial realm after feeding on demon blood.[1]

  1. Dinniman, Matt. The Eye of the Bedlam Bride (Chapter 33)

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Warrior's

Warrior's is an item keyword indicating that the magical item will only work if equipped by someone wielding a sword.[1]

  1. Dinniman, Matt. The Eye of the Bedlam Bride (Chapter 49)

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References