The Dungeon is the training area for characters after the Deep Dark Forest/Pit or the inner section of the Maze and before moving on to the Reaper's Walkway and then the Druid Keep. It has excellent available food, Swill and the Executioner are good to training fodder. It is also where one of the Pearl armor pieces can be found. Characters will pass through the Dungeon on their way to the Reaper's Walkway to complete the Death Reaper quest and one of the Ranged weapon specialty quests.

The Dungeon requires an Intelligence of 261, 290, or 319 depending on your race to enter. The Dungeon has a teleport location at it's entrance or can be reached through a short walk through the Sewers.

The Dungeon is a dark area of Shilla and unless you are one of the races that have Nightvision then your character will need to wear or wield some object that produces light to see.

The following creatures call the Dungeon home. They are the Dungeon Guard, Dungeon Master, Executioner, Dungeon Monster, Cutthroat, and Tortured Criminal.

Quick Look

Name Alignment Armor Attacks Drop Life Max Hit Location
Dungeon Guard Fire 5% 1 Jail Bait 175,000 2,250 Passages
Dungeon Master Fire 5% 1 None 180,000 2,525 Passages
Executioner Fire 10% 2 Swill 190,000 3,000 Passages
Dungeon Monster Earth 5% 1 None 210,000 2,750 Cells
Cutthroat Fire 0% 1 None 215,000 3,000 Cells
Tortured Criminal None 5% 1 Pearl Polished Boots 225,000 4,800 Cells


Red Dot — Northwest to Sewers and Dungeon Entrance Teleport location

Blue Dot — East to Reaper's Walkway

Green Dots — Dungeon Hallways (Dungeon Guards, Dungeon Masters, Executioners only)

Yellow Dots — Dungeon Cells (Dungeon Monsters, Cutthroats, Tortured Criminals only)

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