Regions

World

Veil of Silence released

The forest known as the Veil of Silence. Dense trees rise like walls, and an eerie quiet hangs over everything. Not a sound of wind or birdsong stirs the stillness.

Region id0
Internal keyVeilSilence
Region enumVeil_Silence
Max floors5
Loot key prefixDROP_R1*
Dungeon rooms in data114
Spawn groups48
Room typesCombat 31 · Event 21 · Resource 19 · Corridor 11 · HardCombat 10 · Elite 5 · EliteTreasure 5 · Treasure 4 · Entry 2 · Portal 2 · Core 2 · Goddess 1 · Boss 1
MerchantAric
Boss Giant Stone Golem The region-clear boss of Veil of Silence (the only region wired with a clear-boss in the current build). A multi-phase fight using StoneStomp, StoneThrow, StoneRaise and EarthCrash. Its defeated body remains as a settlement prop. The Crawling Doom campaign's scripted finale is a separate elite fight against the Red Monster Rat.
ENVIRONMENT EFFECTS
Weather Sunny ×200 · Rain ×15 · Heavy Rain ×5
Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Downfall 1/3).
Demo build note: the boss room VeilSilence_Boss_GiantStoneGolem requires floor phase 5; the demo's phase table caps The Veil of Silence at phase 4, so the fight (and the Festering Burrow unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See how region unlocks work.

The first playable region and the home base area, about 114 room templates across 5 floors. Monsters include Grey Rat, Red Rat, the elite Red Monster Rat, Acid Insect, Acid Slogel, Alpha Acid Slogel, Mawmurk/White Mawmurk, stone golems (Red/Blue/Yellow) and slimes. Home to the in-dungeon merchant Aric, the hunter Endorsi (a recruitable quest-giver) and the scholar Xenon. Loot tables are prefixed DROP_R1* (note the 1-based loot naming versus the 0-based region id).

Festering Burrow released

A burrow where the stench of rank rot lingers. Ancient debris of unknown purpose lies tangled on the floor, decaying like refuse. In the darkness, packs of Goblins and Gloths roam, letting out eerie cries at intruders. It is impossible to guess what this place was once built for.

Region id1
Internal keyFesteringBurrow
Region enumShadow_Forest
Max floors5
Loot key prefixDROP_R2*
Dungeon rooms in data77
Spawn groups27
Room typesCorridor 24 · Event 14 · Combat 11 · Resource 5 · EliteTreasure 5 · Treasure 4 · Entry 3 · Portal 3 · HardCombat 2 · Elite 2 · Goddess 1 · Boss 1 · Core 1 · SafeFloor 1
MerchantCedric
Boss Chain Knight Sentinel A fully built boss using chain mechanics (EnsnaringChains, SoulChain) plus Sentinel Warning/Smite/Cry. It is present as a placed boss but, unlike the Giant Stone Golem, it is not registered as the region's clear-boss in this build. The area's mini-boss tier includes the Elder Gloth and the Goblin Chief Shaman.
ENVIRONMENT EFFECTS
Weather Sunny ×200 · Rain ×15 · Heavy Rain ×5
Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Downfall 1/3).
Demo build note: the boss room VeilSilence_Boss_GiantStoneGolem requires floor phase 5; the demo's phase table caps The Veil of Silence at phase 4, so the fight (and the Festering Burrow unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See how region unlocks work.

The second region (internally named Shadow_Forest, presented as Festering Burrow). Fully built with about 77 room templates across 5 floors and unlockable after Veil of Silence. Its bestiary is the goblin warband (Worker, Brawler, Thrower, Rider, Shaman, Chief Shaman), the Gloth boar family (Pup, Male, Female, Challenger, Elder), Mud Slimes/Slogels, the Crystal Turtle and White Mawmurk. Home to the merchant Cedric and the scholar Perion. Loot tables are prefixed DROP_R2*.

Abandoned Mine gated

A long-abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.

Region id2
Internal keyAbandonedMine
Region enumAbandoned_Mine
Max floors5
Dungeon rooms in data4
Room typesEntry 1 · Portal 1 · SafeFloor 1 · Corridor 1
ENVIRONMENT EFFECTS
Weather Sunny ×200 · Rain ×15 · Heavy Rain ×5
Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Downfall 1/3).

An early-stage future region. Only 4 safe-floor staging rooms exist (entry, portal, corridor and a Chain Knight Sentinel safe-floor slot); there are no combat floors, real monsters or loot yet. Lore ties it to the Forgotten Abyss ('In the depths of the abandoned mine lies the Forgotten Abyss').

Forgotten Abyss gated

In the depths of the abandoned mine lies the Forgotten Abyss. Darkness stretches endlessly, concealing unknown dangers. A narrow, treacherous path winds under faint light, leading deeper into the void.

Region id3
Internal keyForgottenAbyss
Region enumForgotten_Abyss
Max floors5
ENVIRONMENT EFFECTS
Weather Sunny ×200 · Rain ×15 · Heavy Rain ×5
Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Downfall 1/3).

A future region slot with no rooms or content. Do not confuse it with the separate Infinite Abyss endless-dungeon mode (internal region 'Abyss'), which is a distinct system and not an expedition-map region.

Dead Swamp gated

The Swamp of Death, heavy with a lifeless haze. Toxic vapors fill the air, while the squelching ground and murky waters conceal hidden dangers.

Region id4
Internal keyDeadSwamp
Region enumDead_Swamp
Max floors5
ENVIRONMENT EFFECTS
Weather Sunny ×200 · Rain ×15 · Heavy Rain ×5
Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Downfall 1/3).

A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.

Tower of Apocalypse gated

The Tower of Apocalypse rises like a shadow over the land, filled with darkness and despair. The colossal tower pierces the sky, surrounded by ruined buildings. Its interior paths wind deep into the structure.

Region id5
Internal keyTowerApocalypse
Region enumTower_Apocalypse
Max floors5
ENVIRONMENT EFFECTS
Weather Sunny ×200 · Rain ×15 · Heavy Rain ×5
Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Downfall 1/3).

A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.

Standard Forest (internal) dev

Region id6
Internal keyForest_Standard

An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.

Dark Forest (internal) dev

Region id7
Internal keyForest_Dark

An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.

Tutorial Region dev

Region id8
Internal keyTutorial
Dungeon rooms in data10
Room typesCorridor 5 · Entry 1 · Portal 1 · Tutorial1 1 · Tutorial2 1 · Tutorial3 1

The scripted opening area (about 10 room templates) used by the tutorial quest chain, where you learn camera control, gathering, and basic combat against Weak Grey Rats and a Weak Acid Insect before returning to the settlement. Not a replayable expedition region.

Other region tags in room data

Abyss In data

A mysterious place hidden deep at the very origin of the dungeon, where all laws are distorted. Life and matter themselves are endlessly reshaped by magic, while familiar forms become strange and unrecognizable. In this place, it is impossible to tell truth from falsehood.

Region id6
Internal keyAbyss
See alsoInfinite Abyss
Dungeon rooms in data26
Room typesCombat 10 · Treasure 10 · Portal 2 · Corridor 2 · Entry 1 · Event 1
ENVIRONMENT EFFECTS
Weather Sunny ×200 · Rain ×15 · Heavy Rain ×5
Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Downfall 1/3).

Standalone endless-dungeon mode, separate from the campaign regions - covered in the Infinite Abyss guide.

FXTest Internal / test

Region id9
Internal keyFXTest
Dungeon rooms in data1
Room typesEntry 1
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