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Tale of Diep (ToD) is no longer under active development as a derivative of Diep.io and remains here as an archive, though spin-offs such as The Extended Tale of Diep remain active. For info on the successor to Tale of Diep, now an independent work called "A Tale Where Nothing Matters", visit its Discord server here.

Dungeons are the main and ultimate gameplay mechanic of Fortress Mode. A Team's goal is to be the ones to clear the dungeon and the Son of Panzer in charge of it.

Overview

  • Dungeons are made up of the same walls Fortresses are made out of: Gray and impassable. The floor of a Dungeon is gray and does not have the same white tile pattern. Just solid gray. The walls do have black outlines showing where they start and end, however.
  • Dungeons are not in the main space of the world, like a Fortress is. They are entered, through a door in the main world (where all the Castles, the Fortress Maze, and the Archpuppet reside. Once you enter the door, you are taken to a sub-world where the Dungeon is all that's there, and the only way out is killing the Boss and using the door he drops to get back to the main world where more Dungeon doors can spawn.
  • They are full of Dungeon Crawlers and Defensive Turrets, so be on guard.
  • Dungeons are by no means linear. Just because you enter one room, doesn't mean you're getting closer to the boss. There are sometimes forks in the road.

Layout

Dungeons are made up of fourteen rooms, and an End Room, where its leader is fought. Those fourteen rooms are randomly selected from the different types below:

  • Wide 1: A room that is wider than it is longer. Has four spots for random Defensive Turrets to spawn, one near each corner. A pack of Dungeon Crawlers spawns in the middle.
  • Wide 2: A room that is super skinny and horizontal, kind of like a hallway. Defensive Turrets line the walls, three on each side.
  • Locked 1: The doors close three seconds after the first player enters. You must kill the two packs of Dungeon Crawlers in the room to leave. It is a moderately-sized square room, with the entrance at one side, and the exit at the opposite side.
  • Locked 2: Locked 1, but a long hallway room, and has 3 packs of Dungeon Crawlers in it.
  • Locked 3: A massive room about the size of an FFA Fortress that has 6 packs of Dungeon Crawlers in it. The rarest type of locked room.
  • Drone Creator: A long hallway room that has six Overseer Defensive Turrets randomly placed in it. This is guaranteed to be somewhere in the Dungeon, and is the only room other than the End Room like this. They are also in Castles.
  • Barrier 1: Has a breakable wall halfway through the room, and 1 pack of Dungeon Crawlers on the entrance side, so they are a nuisance as you break the wall.
  • Barrier 2: A room that is exactly like Barrier 1, but has a pack of Dungeon Crawlers on both sides.

Status

The status of a Dungeon is very similar to the Status of an enemy. A Dungeon has three Statuses, and you see which one the Dungeon you enter is, once you enter it. For more info on Statuses, read Fortress Mode.

  • Outpost: Has an 'Underling' Status Boss Tank at the end of it, and most of the enemies belong to the Division and Striker Dungeon Crawler statuses.
  • Command Center: Has a 'General' Status Boss Tank at the end of it, and most of the enemies belong to the Striker, Phantom, and Nobility Dungeon Crawler statuses.
  • Cathedral: Has a 'Prophet' Status Boss Tank at the end of it, and most of the enemies belong to the Striker, Phantom, and Nobility Dungeon Crawler statuses. However, these dungeons have a chance of spawning a Disciple status enemy occasionally. Upon completion of this Dungeon Rank, your team earns 5 Arch Key Pieces.

Trivia

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