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Dungeon Progression and Boss Strategies

Barony's dungeon has 35 standard floors split across six main regions, plus the Hamlet intermission town, secret levels, and the alternate path to Hell. Baron Herx on Floor 20 is not the final boss. He is a mid-game gatekeeper. The true finale is the twin lich fight against Erudyce and Orpheus on Floor 35 in the Citadel.

Clearing all 35 floors on your first attempt is unrealistic. Treat each region as a learning milestone. Most runs end somewhere in the Mines or the Swamp. If you can consistently reach Baron Herx, you are well on your way. If you can beat him, the endgame beyond Floor 20 becomes the real challenge.

Region 1: The Mines (Floors 1-5)

The training ground. Enemies are weak, loot is basic, and the layouts are simple enough to explore fully without getting overwhelmed.

Enemies

EnemyThreat LevelNotes
RatMinimalWeak, fast, attacks in groups. Kill them for early XP. Fleshy target for Vampire blood farming.
SpiderLowPoison bite. Keep an eye on your health after being bitten.
SkeletonLowBasic melee fighter. Weak to blunt weapons. Does NOT drop blood vials (no blood).
GoblinLow-ModerateCan carry weapons and shields. Tougher than rats or spiders. Fleshy target.
GnomeLowOften passive. Can drop useful items. Sometimes hostile.
SlimeLowSlow and easy to dodge. Can corrode equipment if you let them hit you.

Mystic Orbs (v5.0 Changes)

As of v5.0, Mystic Orbs no longer hide in secret levels. They now spawn in color-coded Treasure Rooms on standard floors. Each Treasure Room is locked behind a material key (Iron, Bronze, Silver, or Gold) that spawns somewhere on the same floor. Find the key, unlock the room, grab the orb.

Strategy

  • Explore every room. You need the XP and gear drops from Floors 1 through 3.
  • Break barrels, urns, and crates. The v5.0 "Keep Your Secrets" update added breakable environmental objects globally. They drop food, potions, gold, and sometimes weapons.
  • Watch for pressure plates. Boulder traps appear from Floor 1. Listen for the mechanical grinding sound and move sideways.
  • Keep one food item in reserve at all times.
  • By Floor 5, you should have identified most of your equipment and chosen your primary weapon.
tip

The Mines have the highest food density in the game. Stockpile everything you find here. Bread and cheese keep you alive through the food-scarce Swamp.

Region 2: The Swamp (Floors 6-10)

The difficulty jump that ends most runs. The Swamp introduces poison, deeper water hazards, and enemies that hit hard enough to kill a poorly geared character in three or four swings.

Enemies

EnemyThreat LevelNotes
TrollModerateHigh HP, slow. Kite it around pillars or use ranged attacks.
ScorpionModeratePoison sting. More dangerous than spiders because they are faster and hit harder.
GhostModerateInvisible until it attacks. Listen for audio cues. Cannot be hit with physical weapons unless you have a blessed weapon.
ImpModerateFlies, throws fire. Annoying at range. Close the distance fast or use ranged attacks.
CockatriceHighCan petrify you. If your screen starts graying out, look away immediately.

Green Mystic Orb

The Green Mystic Orb spawns in a Treasure Room somewhere in the Swamp region. Look for the color-coded locked door and find the matching material key on the same floor. Place the orb on a pedestal before the Baron Herx fight for a permanent stat buff (+8 to core attributes plus passive magic resistance).

warning

Do not skip the Green Orb. The stat buffs from all three Mystic Orbs stack. Each one grants roughly +8 to core attributes and passive magic resistance. Going into the Herx fight without them turns a manageable encounter into a near-impossible one.

Strategy

  • Troll fights drain resources. If you can avoid a troll without losing too much time, do it.
  • Scorpion poison stacks. Two or three stings in quick succession can kill you even at full health. Carry antidote potions or the Cure Ailment spell.
  • Ghosts require blessed or magical weapons. If you do not have one, ghosts are unkillable and you must run.
  • Explore thoroughly, but move faster than you did in the Mines. Lingering too long on any floor burns food and potions.

Region 3: The Sand Labyrinth (Floors 11-15)

The mid-game gauntlet. Layouts become labyrinthine, enemies use magic, and traps grow deadlier. If you made it here, your build is viable. Now you need to play smart.

Enemies

EnemyThreat LevelNotes
ScarabModerateFast swarms. Low individual HP but they overwhelm in groups.
MummyHighSlow but extremely durable. Wraps you in cloth that immobilizes. Hit hard and retreat.
DjinnHighCasts offensive spells. High magic damage. Close the gap fast or counter with magic resistance.
Lich (lesser)Very HighSummons undead minions. Kill the Lich first, then mop up the summons.
MinotaurVery HighRare spawn. Massive HP, devastating melee. Avoid unless you are well-equipped.

Red Mystic Orb

Found in a Treasure Room in the Sand Labyrinth. Same key-lock mechanic as the Green Orb. Find the material key, unlock the room.

Strategy

  • Magic resistance becomes critical here. Djinn and lesser Liches deal heavy spell damage. Equip rings or cloaks with magic resistance if you have them.
  • Mummies are not worth fighting in open rooms. Lure them into doorways where their slow speed lets you backstep and attack safely.
  • The Minotaur is a wall check. If you cannot kill it, you are undergeared for the Ruins. Use the remaining floors to find better equipment.
  • Secret rooms contain some of the best loot in the game. Use a pickaxe on suspicious wall sections.

Region 4: The Ruins (Floors 16-20)

The Baron Herx region. Every enemy here is lethal. Every trap can end a run. Your gear, your skills, and your knowledge of the game all get tested at once. Floor 20 holds Baron Herx, but beating him is NOT the end of the game.

Enemies

EnemyThreat LevelNotes
DemonVery HighStrong melee and magic. High HP. The baseline threat here.
ShadowVery HighFast, hard to see, high burst damage. Turn up your brightness or rely on Perception.
Greater LichExtremeSummons powerful undead, casts devastating AoE spells. Kill before it builds an army.
Imp SwarmHighConcentrated groups of fire-throwing imps. Area damage or crowd control is essential.

Blue Mystic Orb

Found in a Treasure Room in the Ruins. The last orb before Baron Herx. By this point you should have the Green and Red orbs already.

Strategy

  • Do not fight anything you do not have to fight. Your resources are finite and the boss is at the end.
  • Healing potions and spells are your lifeline. Use them aggressively to stay at high HP.
  • Magic reflection gear is the single most powerful defensive option against Demons and Greater Liches. Prioritize it over raw armor.
  • Keep your inventory tight. Drop anything you are not actively using. You need space for potions, scrolls, and the Blue Orb.

Boss Fight: Baron Herx (Floor 20)

Baron Herx is the Lich who cursed the barony. He waits in the Lich's Bastion on Floor 20. Before entering the boss arena, you pass through a preparation room with pedestals. Place your Mystic Orbs (Green, Red, Blue) on the pedestals to receive massive permanent stat buffs (+8 to core attributes per orb, plus passive magic resistance).

danger

If you reach Floor 20 without any Mystic Orbs, the fight is almost unwinnable for first-time players. Each orb grants roughly +8 to core stats. Three orbs means +24 total. That is the difference between surviving his Lightning attacks and dying in two hits.

Herx's Abilities

AttackTypeHow to Handle
Lightning MagicHigh-accuracy ranged magicDodge constantly. Magic resistance and reflection gear are critical. The arena is mostly open with limited cover.
Summoned MinionsDemons and impsKill them quickly or use a Ring of Conflict to turn them against each other.
Melee SwipeClose rangeBack away after two or three hits. Do not trade blows with Herx at low HP.
AoE BlastArea magicCreates a damage zone around Herx. Run out of range when you see the ground light up.

Strategy

  1. Place all three Mystic Orbs on the pedestals before entering. The stat buffs are not optional.
  2. Equip magic resistance or reflection gear. Herx's Lightning is the main source of damage. The arena has minimal cover compared to typical dungeon rooms.
  3. Deal with minions immediately. A Ring of Conflict is ideal. If you do not have one, kill imps first (they are squishier) and then focus demons.
  4. Melee classes: Sprint in, land two or three hits, retreat. Do not stand next to Herx. Consider dropping heavy armor for lighter gear with magic resistance to dodge AoE blasts.
  5. Ranged and magic classes: Stay at maximum range. Keep moving constantly.
  6. Keep healing ready. You will take damage. Accept it and heal through it.

After Baron Herx

When Herx dies, he drops a purple Mystic Orb. This orb opens a portal to the Hamlet, a town intermission area between the first and second halves of the dungeon.

The Hamlet (Floors 21-25 Transition)

The Hamlet is a safe town area where you can restock between the Ruins and the endgame Crystal Caves. Here you can buy from merchants, repair gear, and prepare for the second half of the dungeon.

The Mysterious Merchant

A hidden NPC lives in the sewers beneath the Hamlet. This Mysterious Merchant accepts unused Mystic Orbs in exchange for legendary artifact weapons. For example, surrendering a Red Orb can get you an Excellent +3 Crystal Sword, Axe, Spear, or Mace.

tip

The Orb trade creates a strategic choice: use orbs on the pedestals before Herx for stat buffs, or save them for artifact weapons from the Hamlet Merchant. For your first successful run, use the pedestals. The stat buffs are more reliable than any single weapon. On later runs, trading orbs for weapons lets you experiment with powerful endgame gear.

Region 5: The Crystal Caves (Floors 26-30)

The endgame begins. Crystal Caves are filled with powerful elemental enemies, environmental crystal hazards, and the highest-tier loot in the game. If you made it past Herx, your build is strong. Now the game tests whether it is strong enough.

The Cockatrice Lair secret level is accessible from this region. It rewards the Dragon's Mail, one of the most durable armor pieces in the game.

Region 6: The Citadel (Floors 31-35)

The final stretch. Maximum difficulty. The most dangerous enemies, the deadliest traps, and the twin liches Erudyce and Orpheus waiting on Floor 35.

Boss Fight: Erudyce and Orpheus (Floor 35)

The true final bosses of Barony. Two liches fought simultaneously. This encounter is significantly harder than Baron Herx because you face two bosses at once, each with their own abilities, summons, and high health pools.

Strategy

  • Everything that applied to the Herx fight applies here, doubled. Magic resistance is mandatory.
  • Split your attention between both bosses. Ignoring one lets it freely cast AoE spells and summon minions.
  • In co-op, assign each boss to a pair of players. Tank and DPS on one boss, Healer and Support managing the other.
  • Resource conservation through Floors 26 through 34 is critical. You need a full inventory of healing potions and buffs for this fight.
warning

Do not attempt the Citadel until you have beaten Baron Herx multiple times and are comfortable with every mechanic in the game. The difficulty between Floor 20 and Floor 35 scales aggressively. Undergeared characters die on Floor 26, not Floor 35.

Alternate Path: Baphomet and Hell

The Underworld is accessible from the Ruins. But Baphomet is NOT in the Underworld. He is in Hell, which requires a second portal accessed FROM the Underworld.

How to Reach Baphomet

  1. Find the hidden portal to the Underworld in the Ruins (Floors 16-19). Its location varies between runs.
  2. In the Underworld, ignore the first portal (it leads back to Baron Herx on Floor 20).
  3. Use levitation or teleportation to safely cross a dangerous lava/spike room containing two levers.
  4. Pull the levers to access the secondary portal to Hell.
  5. In Hell, locate the church structure and pull four specific levers inside to spawn the final boss arena portal.
  6. Fight Baphomet.
danger

Getting lost in the Underworld and accidentally taking the wrong portal is the most common failure point for this path. The first portal you see in the Underworld leads to Herx, NOT to Baphomet. Ignore it and push deeper.

Baphomet

Baphomet is tougher than Baron Herx. Higher HP, faster attacks, and a more aggressive minion summoning pattern. You do not get the benefit of Mystic Orb pedestal buffs here. This fight tests raw build strength and player skill.

Progression Tips

  • Floor transitions are the most dangerous moments. You enter a new floor with no knowledge of the layout, enemy positions, or trap locations. Move slowly for the first 30 seconds.
  • The jump from Region 1 to Region 2 kills the most runs. If you keep dying on Floor 6, your issue is probably gear and XP from the Mines, not the Swamp enemies themselves. Go back to the Mines and explore more thoroughly.
  • Baron Herx is the mid-game checkpoint, not the end. Conserve resources for 15 more floors after beating him.
  • Secret rooms exist on most floors. Check for visual cues on walls. Use a pickaxe or the Detect Magic spell to find hidden passages. See the Secret Levels and Alternate Paths guide for all known secret areas.
  • Your build should be fully online by Floor 10. If you do not have a primary weapon, armor set, and at least one reliable healing source by the end of the Swamp, the Sand Labyrinth will punish you.
  • The Compendium is your long-term advantage. Every Steam achievement earns Lore Points. Spend them between runs to permanently reveal enemy weaknesses and stats.