Maps, Dungeons, And Orbs

Maps and dungeons are an integral part of Lyrania and very good for those with the heart of a treasure hunter. There are two ways to find a dungeon to explore: 1. Use a map that you find while looting the corpse of a boss you and your compatriots have defeated, 2. that you have bought off the market/traded for with a fellow Lyranian, or 3. randomly stumble across a dungeon whilst fighting mobs and questing.

Dungeon Basics
Dungeons are a grid of rooms that you will navigate to eventually find a chest. In each room, you have the chance to encounter monsters, find loot such as gems, jade, or money, or just find an empty room. Every dungeon is different, in regards to where you start, where the chest and exit are (will be the same room), or what you will find in any given room. While you are fighting your way through the dungeon, you will accumulate Dungeon Points. One point is earned for each mob that you kill. You are also awarded bonus points if you use the exit (room with the chest in the middle of the room), rather than using the "Abandon Dungeon" button that appears in the upper right. You should never abandon a dungeon, just use the handy 'Leave Dungeon" button in the upper left if you get stuck. This way you can come back and exact revenge upon the mobs who beat you earlier. For each room that has mobs to fight, there is 0, or a random number between 10 and 20 to kill (excluding Challenge Rooms which have more). Once you enter a room with monsters in it (when you click on an adjacent room, it will tell you whether there are mobs in it or not before entering), you will not be able to leave that room until each mob has been killed. Along with normal rooms with mobs, there are rooms that have quite a few more mobs to fight, and harder mobs as well. These are called Challenge Rooms and will be denoted by a bold, red number of how many mobs there are in the room. Challenge Room mobs are a lot higher in level than the mobs you will encounter in a normal room. And as for the number of mobs in Challenge Rooms, that is random between 50 and 80. Starting in map(16) the number of mobs in normal and Challenge Rooms goes up each map level Not every dungeon you encounter will have a Challenge Room, this is also randomly determined. But if you are able to find a dungeon that has 1 or more Challenge Rooms, for each one you complete, you earn another 5% bonus Dungeon Points (i.e. if the Dungeon has two Challenge Rooms and you clear both of them, that is 10% bonus Dungeon Points). Along with the Challenge Room (CR) bonuses, you can earn up to 10% bonus for clearing all the rooms in the dungeon, and up to another 10% for killing every mob. So even if you find a dungeon that has no CR's, if you go through the entire dungeon clearing each room (a room is not cleared until you have discovered everything in it) and kill every mob, you will earn up to an extra 20% Dungeon Points, as long as you click the "Complete Dungeon" button in the exit room. If the exit room happens to be the first room you encounter, make sure to open the chest to see what reward you find, but you can come back to that room after clearing the rest. If one finds themselves struggling to defeat the hordes of mobs that are standing between them and dungeon domination, one can use the handy Leave Dungeon button in the upper left as shown here at the top of their dungeon screen. Do not click abandon if you want to reenter the dungeon later. To reenter the dungeon later, simply choose the dungeon you want and click the Go button on the battle screen. Note: Challenge rooms are optional and NEVER contain the chest.

When 5% or less unfinished rooms are left, the Warp button appears. It will bring you to any rooms that are unfinished, mobs and/or unopened chests. When the map is 100% finished, the Warp button brings you to an exit room. Back to Top

Map Sizes
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 * Map(1-2) - 3x3, 8 rooms
 * Map(3-4) - 4x4, 15 rooms
 * Map(5-6) - 5x5, 24 rooms
 * Map(7-8) - 6x6, 35 rooms
 * Map(9-10) - 7x7, 48 rooms
 * Map(11-12) - 8x8, 63 rooms
 * Map(13-14) - 9x9, 80 rooms
 * Map(15-19) - 10x10, 99 rooms
 * Map(20-24) - 11x11, 120 rooms
 * Map(25-29) - 12x12, 143 rooms
 * Map(30-34) - 13x13, 168 rooms
 * Map(35-39) - 14x14, 195 rooms
 * Map(40-44) - 15x15, 224 rooms

Difference in Map Quality/Dungeon Types
There are three kinds of maps that you can find or buy/trade: Tattered, Normal, or Detailed. All three of these kinds of maps are available for each of the nine types of dungeons: Cave, Forest, Tower, Tomb, Castle, Hell Steppes, Sky Fortress, Fire Swamp, and Shadow Crypt (easiest to hardest). The maps that you can have will be stored in your Inventory (located in the Battle drop down) until you either use them or sell/trade them. This means that you can go through those corresponding dungeons at any time, whereas you must enter a randomly-found dungeon or bypass it and continue fighting mobs/questing. But each type of dungeon (we will discuss Cave for these examples), you can have a Tattered map, normal map, or Detailed map. Cave is the easiest of the nine types you will encounter. A Tattered Map to the Cave will lead you to a Level 1 Cave (easiest of the Cave dungeons). A Map to the Cave will lead you to a Level 2 Cave, and a Detailed Map to the Cave will lead you to a Level 3 Cave. You can tell what level dungeon you will find by the number in parentheses. They will show as the following: Tattered Map to the Cave (1), Map to the Cave (2), and Detailed Map to the Cave (3). But the quality of the map also determines the chance to find an orb in the chest of the dungeon. The better quality map (and the higher level of the dungeon for that type) will give you a higher chance for an orb. Each type of dungeon (Cave, Forest, etc) also drops a different type of orb. Cave dungeons have Poor orbs, Forest dungeons have Decent orbs, Tower dungeons have Fine orbs, Tomb dungeons have Quality orbs, Castle dungeons have Flawless orbs, and The Hell Steppes, Sky Fortress, Fire Swamp, and Shadow Crypt dungeons have Exquisite orbs. For more information on orbs, continue reading this page. Back to Top

Dungeon Difficulty
Dungeon difficulty is based on two things: 1.) The number in parentheses within the name of a map, or 2.) The mob you are currently fighting and the area it is located (for randomly-found dungeons). Maps are currently numbered 1-29, with 1 being the easiest and 29 the hardest. The number in the name of a map correlates to the area you would want to be through at least halfway to use that map. The base mob in a dungeon is equally difficult to the mob halfway through its area. For example, Earth Elementals are the mob halfway through Area 1, so the normal mobs in a Level 1 dungeon (or using a Tattered Map to the Cave (1)) will be equal to an Earth Elemental, although the names of mobs in dungeons are different than mobs you quest on. There are no changes in difficulty for normal mobs in a dungeon, other than the names that will show as you fight them. Challenge Room mobs have a higher level than their normal mob counterparts and are the size and strength of the last mob in the area. If you are not sure whether you can defeat the mobs in a Challenge Room for a given dungeon there is a handy list on this page further below. Back to Top

Normal Room Mobs vs. Challenge Room Mobs
Map(1):
 * (0-20 mobs) Normal Room: Earth Elemental HP:  268,800
 * (50-80 mobs) Challenge Room: Flying Spaghetti Monster HP: 2,150,400

Map(2):
 * (0-20 mobs) Normal Room: Corporal HP:  7,603,200
 * (50-80 mobs) Challenge Room: Marshal HP: 18,022,400

Map(3):
 * (0-20 mobs) Normal Room: Hedorah HP:  33,586,366
 * (50-80 mobs) Challenge Room: Gigan HP: 63,590,400

Map(4):
 * (0-20 mobs) Normal Room: Death Iguana HP:  105,369,600
 * (50-80 mobs) Challenge Room:<font color=FF0000> Bone Melting Meme HP: <font color=FF0000>157,286,400

Map(5):
 * (0-20 mobs) Normal Room:<font color=0000FF> Steel-Legged Octopus HP: <font color=0000FF> 233,280,000
 * (50-80 mobs) Challenge Room:<font color=FF0000> Mystical Mind Mollusk HP: <font color=FF0000>320,000,000

Map(6):
 * (0-20 mobs) Normal Room:<font color=0000FF>Flower Child HP: <font color=0000FF>442,956,800
 * (50-80 mobs) Challenge Room:<font color=FF0000> Anal Admin HP: <font color=FF0000>575,078,400

Map(7):
 * (0-20 mobs) Normal Room:<font color=0000FF> Cubicle Lurker HP: <font color=0000FF> 759,283,200
 * (50-80 mobs) Challenge Room:<font color=FF0000> Corrupt Company-Owning Billionaire HP: <font color=FF0000>948,326,400

Map(8):
 * (0-20 mobs) Normal Room:<font color=0000FF> Pyroraptor HP: <font color=0000FF> 1,209,600,000
 * (50-80 mobs) Challenge Room:<font color=FF0000> Nanosaurus HP: <font color=FF0000>1,468,006,400

Map(9):
 * (0-20 mobs) Normal Room:<font color=0000FF> Jezebel HP: <font color=0000FF> 1,823,705,600
 * (50-80 mobs) Challenge Room:<font color=FF0000> Dirty Old Man HP: <font color=FF0000>2,164,838,400

Map(10):
 * (0-20 mobs) Normal Room:<font color=0000FF> Hitman Assassin HP: <font color=0000FF> 2,633,856,000
 * (50-80 mobs) Challenge Room:<font color=FF0000> King Brochinia HP: <font color=FF0000>3,072,000,000

Map(11):
 * (0-20 mobs) Normal Room:<font color=0000FF> Greasy Hotdog HP: <font color=0000FF> 3,674,764,800
 * (50-80 mobs) Challenge Room:<font color=FF0000> Creepy Store Owner HP:<font color=FF0000> 4,225,126,400

Map(12):
 * (0-20 mobs) Normal Room:<font color=0000FF> Lara Croft HP: <font color=0000FF> 4,983,603,200
 * (50-80 mobs) Challenge Room:<font color=FF0000> Mario HP: <font color=FF0000>5,662,310,400

Map(13):
 * (0-20 mobs) Normal Room:<font color=0000FF> Emperor Andross HP: <font color=0000FF> 6,600,000,000
 * (50-80 mobs) Challenge Room:<font color=FF0000> Mother Brain HP: <font color=FF0000>7,424,102,400

Map(14):
 * (0-20 mobs) Normal Room:<font color=0000FF> Ardent HP: <font color=0000FF> 10,954,553,967
 * (50-80 mobs) Challenge Room:<font color=FF0000> Archmage HP: <font color=FF0000>15,099,494,400

Map(15):
 * (0-20 mobs) Normal Room:<font color=0000FF> Cave Troll HP: <font color=0000FF> 30,371,328,000
 * (50-80 mobs) Challenge Room:<font color=FF0000> Ancient Dragon HP: <font color=FF0000>45,794,918,400

Map(16):
 * Normal Room:<font color=0000FF> Void Imp HP: <font color=0000FF> 97,689,518,045
 * Challenge Room:<font color=FF0000> Truth Of The Void HP: <font color=FF0000>174,483,046,400

Map(17):
 * Normal Room:<font color=0000FF> Thing Only The Insane Can Comprehend HP: <font color=0000FF> 343,097,353,125
 * Challenge Room:<font color=FF0000> Thing That Ends All Things HP: <font color=FF0000>544,109,427,200

Map(18):
 * Normal Room:<font color=0000FF> Diabolical Donskoy HP: <font color=0000FF> 860,199,683,504
 * Challenge Room:<font color=FF0000> Satanic Singapura HP: <font color=FF0000>1,269,067,785,000

Map(19):
 * Normal Room:<font color=0000FF> Wolverine HP: <font color=0000FF> 1,928,262,549,064
 * Challenge Room:<font color=FF0000> Ellen Ripley HP: <font color=FF0000>2,755,998,414,400

Map(20):
 * Normal Room:<font color=0000FF> Hoder HP:<font color=0000FF> 3,029,184,643,698
 * Challenge Room:<font color=FF0000> Jormungandr HP: <font color=FF0000>3,319,329,226,140

Map(21):
 * Normal Room:<font color=0000FF> Kitty Kat HP: <font color=0000FF> 3,653,540,392,024
 * Challenge Room:<font color=FF0000> Winterfresh Wizard HP: <font color=FF0000>4,028,543,235,593

Map(22):
 * Normal Room:<font color=0000FF> Muscular Brute HP: <font color=0000FF> 4,418,608,156,634
 * Challenge Room:<font color=FF0000> Count Tyrone Rugen HP: <font color=FF0000>4,850,244,760,541

Map(23):
 * Normal Room:<font color=0000FF> Lack Of Maps HP: <font color=0000FF> 5,300,274,703,522
 * Challenge Room:<font color=FF0000> A Gem Drop During Jade Rain HP: <font color=FF0000>5,730,006,817,840

Map(24):
 * Normal Room:<font color=0000FF> Laughing Lanthanum Llama HP: <font color=0000FF> 15,016,298,809,050
 * Challenge Room:<font color=FF0000> Yammering Ytterbium Yak HP: <font color=FF0000>33,406,361,313,750

Map(25):
 * Normal Room:<font color=0000FF> Bene Gesserit Imprinter HP: <font color=0000FF> 115,652,491,023,400
 * Challenge Room:<font color=FF0000> Omnius Prime HP: <font color=FF0000>287,412,889,729,200

Map(26):
 * Normal Room:<font color=0000FF> Tru"nembra HP: <font color=0000FF> 737,351,924,600,000
 * Challenge Room:<font color=FF0000> Zvilpogghua HP: <font color=FF0000>1,493,441,822,400,000

<font color=FF0000>Map and dungeon are used interchangeably. Back To Top

Dungeon Points
As mentioned above, Dungeon Points are amassed by killing mobs in each room you encounter. You earn 1 point for each mob killed. Once you are ready to leave the dungeon (whether you've cleared all the rooms and killed all the mobs or not), in the room with the chest is the "Complete Dungeon" button. Only by clicking this button are you entitled to any of the bonus points previously mentioned. You do not need to kill all the mobs or clear all the rooms in order to earn these bonus points though. You will be given a percentage of the 10% bonus you can earn for each, based on what percentage of mobs you killed out of the total in the dungeon, or what percentage of rooms you cleared out of the total rooms in the dungeon (or percentage of Challenge Rooms cleared, etc). Along with the dungeon points earned for the dungeon you are in (shown on the left-hand side of the dungeon), you will see how many total dungeon points you currently have on your person at the top of the dungeon screen. You can also see how many total dungeon points you have earned while traversing dungeons on the Rankings link in the upper-right of your screen. But these points ONLY count what you earn for killing mobs in dungeons and bonus points after leaving. Any points earned from selling orbs or promos do not count towards the Rankings. Whether you have Dungeon Points or not, you can check out the Dungeon Shop (found in the Battle drop down) to see what you can spend these points on.

Dungeon Shop Purchases

 * Contract Bounty Hunting - <font color=0000FF>125,000 Dungeon Points - Gives a player a 10% chance when collecting loot from a boss contract to gain 2x the dungeon points. This does NOT stack with double DP day.
 * Dungeon Bloodrage - <font color=0000FF>250,000 Dungeon Points (per level - currently capped at level 2) - <font color=FF0000>Must purchase the Badger Mole first - This ability grants a 2.5% chance per kill per level to give you 1 minute of personal double dungeon points.


 * <font color=FF0000>Note: The purchases below apply only to personal maps


 * Dungeon Slayer - <font color=0000FF>250,000 Dungeon Points (per level - max level 4) - When opening a map, each room has a 5% chance per level to spawn 3x the monsters. This DOES apply to challenge rooms.
 * Dungeon Treasure Hunter - <font color=0000FF>250,000 Dungeon Points and 1,000,000 jade (per level - max level 4) - When looting jade and gems in dungeon rooms, you have a 5% chance per level to gain an additional 3x more. You will receive a notification when this procs.
 * Tomb Raider - <font color=0000FF>750,000 Dungeon Points (max level 1) - <font color=FF0000>Requires level 1 Dungeon Slayer and Level 1 Dungeon Treasure Hunter (just buying is not sufficient: you need to have Dungeon Slayer enabled). - 25% chance to get a second reward from the chest.

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Orbs
Orbs are used to upgrade a piece of equipment (weapon and/or armour). Each upgrade increases the power of that selected piece by 20%. This 20% is lingering, i.e., it scales no matter how many times you upgrade/downgrade of the weapon/armour. For example, if a Poor Orb is used on a weapon at 20, you'd get a bonus of 38, for a total of 271 power. However, if that same weapon is now 40, you get a bonus of 156, so 1093 total power. These bonuses you get from the orbs socketed in your equipment can be seen in parentheses if you click it (as if to upgrade). Orbs can be used from your inventory by navigating to the orbs tab (between maps and consumables) and selecting a piece of equipment that does not yet have an orb of that tier in it yet. Once an orb is used on a piece of equipment, it is consumed, and you must now find/buy another. There are 10 types of orbs: Poor, Decent, Fine, Quality, Flawless, Exquisite, Crystalline, Prismatic, Chromatic, and Perfect.

With a Perfect Orb, a weapon with 200 base power would have 600 total power.

You can only use one type of orb per piece of equipment (i.e. you cannot use more than one Poor orb on your W1). Also, you must upgrade your equipment in the order listed above. You cannot upgrade a Poor weapon with a Flawless orb. Poor orbs upgrade Shoddy equipment (default quality), Decent upgrade Poor, etc. Eventually, you may have all your equipment upgraded to Poor, but still find Poor orbs. In that case, you can sell orbs back to the Dungeon Shop for half the price they cost to purchase. Orbs are sold through your Inventory. Orbs of rarities greater than Exquisite cannot be found in chests, instead, they need to be purchased from the dungeon shop. Don't be intimidated by those large numbers, persevere and you can have a full set of Perfect Orbs someday! When a player applies a Perfect Orb to one of their pieces of equipment, an announcement is made in chat to commemorate the event, which looks like this: "Announcement: *Playername* raises a perfect orb to the sky and the Heavens tremble!" The first player to obtain a Perfect Orb was SolomonGrundy. Back to Top

Costs for orbs if purchasing from the Dungeon Shop
A guild that has activated any Amorbs will have a discount on orbs purchased from the dungeon point shop. The discount rate is sqrt(Amorbs)/100. Getting a 10% discount would require 100 Amorbs to be activated. The highest discount is 50%, and requires the guild to have 2500 activated Amorbs Back to Top
 * Poor Orb - 1,000 Dungeon Points
 * Decent Orb - 3,000 Dungeon Points
 * Fine Orb - 9,000 Dungeon Points
 * Quality Orb - 27,000 Dungeon Points
 * Flawless Orb - 81,000 Dungeon Points
 * Exquisite Orb - 243,000 Dungeon Points
 * Crystalline Orb - 729,000 Dungeon Points
 * Prismatic Orb - 2,187,000 Dungeon Points
 * Chromatic Orb - 6,561,000 Dungeon Points
 * Perfect Orb - 19,683,000 Dungeon Points

Chances for Orbs in Dungeons
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 * Level 1 Cave - 20% (Poor)
 * Level 2 Cave - 40% (Poor)
 * Level 3 Cave - 60% (Poor)
 * Level 4 Forest - 10% (Decent)
 * Level 5 Forest - 20% (Decent)
 * Level 6 Forest - 30% (Decent)
 * Level 7 Tower - 6.67% (Fine)
 * Level 8 Tower - 13.33% (Fine)
 * Level 9 Tower - 20% (Fine)
 * Level 10 Tomb - 5% (Quality)
 * Level 11 Tomb - 10% (Quality)
 * Level 12 Tomb - 15% (Quality)
 * Level 13 Castle - 4% (Flawless)
 * Level 14 Castle - 8% (Flawless)
 * Level 15 Castle - 12% (Flawless)
 * Level 16 Hell Steppes - 3.33% (Exquisite)
 * Level 17 Hell Steppes - 6.67% (Exquisite)
 * Level 18 Hell Steppes - 10% (Exquisite)
 * Level 19 Sky Fortress - 11.36% (Exquisite)
 * Level 20 Sky Fortress - 11.73% (Exquisite)
 * Level 21 Sky Fortress - 12% (Exquisite)
 * Level 22 Fire Swamp - 12.22% (Exquisite)
 * Level 23 Fire Swamp - 12.41% (Exquisite)
 * Level 24 Fire Swamp - 12.58% (Exquisite)
 * Level 25 Shadow Crypt - 12.74% (Exquisite)
 * Level 26 Shadow Crypt - 12.88% (Exquisite)
 * Level 27 Shadow Crypt - 13.02% (Exquisite)

Chance for Finding Dungeons
Once you are fighting Earth Elementals or harder mobs (the halfway mob in Area 1), you will now have the chance to start finding random dungeons while questing/killing mobs. The Level of dungeon you find is completely dependent on the mob you are currently fighting. Level 1 Caves (what you would find using a Tattered Map to the Cave (1)) would be found fighting any mob between Earth Elementals (halfway mob in Area 1) and Corporals (halfway mob in Area 2). If you are fighting Corporals, then you would find a Level 2 Cave (what you would find using a Map to the Cave (2)). The chance to finding a dungeon also changes with the level of a dungeon you can find. For the first dungeon (Earth Elementals-Corporals) the base chance of finding a random dungeon is 1 in 25000 (theoretically 1 in every 25,000 kills, but definitely not guaranteed). Each Level increase lowers the chance to find one by 1/12500 (so the chance to find a Level 2 Cave is 1/37500, Level 3 is 1/50000, etc). But to help offset these lower chances, people can upgrade their Archaeology. 100% Archaeology would give someone in the Level 1 Cave area double the odds in finding a dungeon (100% = 2/25000 = 1/12500). But again, these chances are still random. You are in no way guaranteed to find more dungeons by increasing your Archaeology, you just have better odds to do so. Back to Top
 * Level 1 Cave - 1 in 25,000
 * Level 2 Cave - 1 in 37,500
 * Level 3 Cave - 1 in 50,000
 * Level 4 Forest - 1 in 62,500
 * Level 5 Forest - 1 in 75,000
 * Level 6 Forest - 1 in 87,500
 * Level 7 Tower - 1 in 100,000
 * Level 8 Tower - 1 in 112,500
 * Level 9 Tower - 1 in 125,000
 * Level 10 Tomb - 1 in 137,500
 * Level 11 Tomb - 1 in 150,000
 * Level 12 Tomb - 1 in 162,500
 * Level 13 Castle - 1 in 175,000
 * Level 14 Castle - 1 in 187,500
 * Level 15 Castle - 1 in 200,000
 * Level 16 - Hell Steppes - 1 in 212,500
 * Level 17 - Hell Steppes - 1 in 225,000
 * Level 18 - Hell Steppes - 1 in 237,500
 * Level 19 - Sky Fortress - 1 in 250,000
 * Level 20 - Sky Fortress - 1 in 262,500
 * Level 21 - Sky Fortress - 1 in 275,000
 * Level 22 - Fire Swamp - 1 in 287,500
 * Level 23 - Fire Swamp - 1 in 300,000
 * Level 24 - Fire Swamp - 1 in 312,500
 * Level 25 - Shadow Crypt - 1 in 325,000
 * Level 26 - Shadow Crypt - 1 in 337,500
 * Level 27 - Shadow Crypt - 1 in 350,000

Personal Map Chest Contents
The chest in a personal map can contain Jewelry, an orb, tokens (up to 7), or another map (always the same you're in, so if in a map(5), you'd get a map(5)). <font color=FF0000>However, the exit room in every map level will have 80*map level of jade. Back to Top

Map Combining
So you've managed to accumulate more maps than you know what to do with and no one's buying them. Lo and behold, a solution has arrived! Now you can simply combine maps to whittle down that eyesore you've had in your house for ages. How it works: Back to Top Back To Main Page Thank you to Mond for high area map orb chances.
 * 1) Go to Inventory.
 * 2) Click the Maps section.
 * 3) Click [Visit the cartographer].
 * 4) If available, pick either [Trade 3 for a lower map(#)] or [Trade 3 for a higher map(#)].
 * 5) Continue to do so as desired or supply runs out.