Game Info

The Random Dungeons of the Wizard of Yendor

Two hundred levels of shifting mazes, shrines that answer but once, and the Wizard himself at the end.

Rules of Engagement

The dungeon master builds random dungeons for levels 10 through 200. Each dungeon is generated fresh: the floor plan, locations and inhabitants are different every time — thou must explore.

The object is to find and touch the continuity shrines, in order, from 10 upward.

Most levels hold a second shrine; its use is optional.

LOOK AT A SHRINE BEFORE TOUCHING IT. Every shrine works once per character, forever — return on a later run and it will only tell thee: "The magic of this place will only work once."

To use a shrine thou must carry that level's Jewel of Yendor — the dungeon's warriors carry them. Keep the jewel in thy inventory, not in thy hand.

Shrines are used with Shift + click (the "use" action) while standing beside them — merely walking past does nothing.

Entry rules and the clock

  • Level band: to enter a dungeon thou must be within ±3 levels of its creator — ±5 for dungeons of level 100 and above. This keeps high levels from escorting.
  • The clock: a dungeon does not stand forever — after its hour runs out it collapses. Finish thy business before then.
  • Above level 100 the inhabitants grow considerably tougher, and the rewards of the shrines scale with them.
  • Level 200 is guarded by the Wizard of Yendor himself. Slaying him is worth a Steam achievement — as is completing the first hundred levels of continuity.

The Shrines

Eighteen kinds of shrine are spread across the levels, beside the ever-present Shrine of Continuity. Each kind returns every few levels, and since every shrine works once, each appearance is one more chance to use it.

Shrine Found on levels Effect
Continuity every level The heart of the RDs. Must be visited in sequence from 10 upward — skip one and the next will tell thee to visit its younger brother first. Grants experience each time.
Bribes 15, 22, 34, 48, 54, 67, 78, 86, 93, 100, 110, 121, 134, 139, 150, 161, 174, 179, 190 Takes a hefty purse of gold — scaled to the dungeon level — and pays experience worth about a quarter of what it took. Bring enough, or it will not deal with thee at all.
Welding 18, 27, 32, 46, 52, 62, 72, 81, 98, 101, 114, 124, 136, 140, 154, 164, 176, 180, 194 Moves one random modifier from one worn item to another. Wear only the two items thou wishest to weld — inventory is safe. Level-gated (see below).
Living on the Edge 13, 26, 36, 42, 59, 66, 74, 88, 91, 104, 116, 129, 143, 156, 169, 183, 196 Takes ALL thy saves and pays experience — the more saves surrendered, the bigger the payout.
Security 10, 29, 41, 58, 69, 75, 85, 94, 105, 119, 133, 145, 159, 173, 184, 199 Grants a save, but only if thou hast 5 or fewer. Hardcore characters are refused — thou shalt never be secure.
Indecisiveness 11, 24, 38, 43, 57, 64, 76, 83, 96, 108, 128, 148, 166, 188 Lowers each of thy trained values by three points and refunds the experience, letting thee reallocate. Remember to raise thy weapon stat back before swinging that Ruby weapon.
Bounty 12, 40, 70, 103, 125, 141, 165, 181 A free special item, its quality scaled to the dungeon level. No catch.
Alchemy 14, 44, 77, 109, 130, 149, 170, 189 Potions: usually a buff potion scaled to the tier, sometimes ambrosia at the higher levels, otherwise a basic healing, mana or combo potion.
Fortune 16, 50, 84, 115, 138, 155, 178, 195 A gamble: the bet is 20 gold per dungeon level. 5% a special item, 10% five times thy gold back, 25% double, 15% thy bet returned — and 45% the shrine keeps it all.
Jobless 20, 45, 61, 82, 97, 126, 168 Removes ALL professions. Thou gettest the profession points back, but not the gold spent learning them.
Trials 31, 92, 106, 131, 146, 171, 185 Summons a Champion of the Depths. Slay it and it yields a generous helping of experience plus a special item. The shrine counts as used the moment the champion rises — win thy fight.
Forge 60, 95, 111, 135, 151, 175, 191 Hold an enhanceable wearable item on thy cursor and pay 100 gold per dungeon level: every enhanceable modifier on it below 20 rises by one. Thou art not charged if nothing can be improved.
Ancestral Knowledge 47, 71, 90, 113, 153, 193 Pays experience for thy account's finest continuity record across all characters — but only speaks to those whose lineage has reached continuity 15.
Redemption 56, 89, 99, 123, 163, 200 Erases one death from thy record and grants experience besides. A clean record is rewarded with experience alone.
Balance 30, 65, 118, 158, 198 Lets thee swap the trained points of two weapon skills. Touch the shrine to see thy weapon skills, then stand beside it and speak /balance <skill> <skill>.
Kindness 21, 55, 144, 186 Removes Player Killer status instantly. If thou art not PK: 'Thou art already Kind'.
Tribute 23, 120, 160 Pay 60 gold per dungeon level and receive a guaranteed special item — Fortune without the gamble, at a price.
Death 37 Kills thee on the spot and takes all thy saves. There is exactly one reason to touch it: the Shrine of Braveness remembers.
Braveness 51 Only answers to those who used the Shrine of Death. Pays a great sum of experience, and gold besides. To all others: "Thou art a coward."

Rare finds

About one dungeon level in five hides a rare find, lying somewhere in the maze like an unassuming pile. Finds are used where they lie and are gone after one use:

  • Cartographer's Map — whispers the direction and distance of the exit and of every shrine on the level.
  • Second Wind Spring — drink, and for the rest of that run thy regeneration quickens by half and potions restore a quarter more. The boon ends with the dungeon (or with thy death).

Welding Shrine minimum levels

A welding shrine only serves characters of sufficient level: thy level, plus a quarter of thy level, plus 2, must reach the shrine's dungeon level. A level 40, for instance, reaches 40 + 10 + 2 = 52 — good for the welding shrine on level 52, but not the one on 62. PLAN thy welds: wear only the two items involved, and weld high-stat items. The movement is random unless thou usest Orbs.

Tracking thy progress

The Journal's RDs tab remembers everything: thy continuity, and which shrines thou hast used across all two hundred levels.

See also