Dungeons
A dungeon is a run of floors, one room per floor, that ends with a named boss. Open the list with /rpg dungeon or the Dungeon line on the home screen. Dungeons are played alone.
The Dungeons
| Dungeon | From level | Floors | Boss | Cooldown |
|---|---|---|---|---|
| Goblin Burrow | 1 | 4 | Snaggle the Goblin Boss | 2 h |
| Forest Ruins | 10 | 5 | Thornroot, Warden of the Ruins | 4 h |
| Abandoned Mine | 20 | 7 | Rotfang the Mine Overseer | 4 h |
| Vampire Castle | 40 | 10 | Count Veyl, Lord of the Castle | 6 h |
| Volcano Depths | 55 | 12 | Pyrrhus the Magma Tyrant | 8 h |
| Frozen Fortress | 70 | 15 | Rimeheart, the Frost King | 12 h |
| Dragon Nest | 85 | 20 | Vharyx, the Dragon Matriarch | 24 h |
Goblin Burrow is the starter dungeon for levels 1 to 3. Every dungeon stays open once you reach its level: there is no upper level limit. Each dungeon has a top monster level (Goblin Burrow 3, Forest Ruins 20, Abandoned Mine 35, Vampire Castle 55, Volcano Depths 70, Frozen Fortress 85, Dragon Nest 100), so a character above it meets monsters of that level and is paid for that level.
To enter you need at least half of your max HP. You can have one run at a time; a run left alone for 24 hours ends.
Floors and Rooms
The floors are drawn anew for every run. The first floor is always a fight, the floor before the boss is always a camp, and the last floor is the boss. Monsters get one level stronger every two floors.
| Room | What happens |
|---|---|
| Fight | One monster, one more every five floors (at most four). Pick a target when there are several. Rewards grow by 10 % per floor. |
| Chest | Gold that grows with the floor, plus a piece of gear. Deeper floors make better rarities more likely. |
| Camp | Heals 30 % of your max HP. |
| Trap | Deals 12 % of your max HP, but never fells you. Your speed may let you dodge it. |
| Shrine | Heals 15 % of your max HP and grants the XP of one hunt. |
| Boss | The dungeon's named boss with double HP. It changes its pattern at 75 %, 50 % and 25 % of its HP and drops gear of rare or better rarity (below level 10, where no rare gear exists yet, the best rarity there is). |
In a fight you have Attack, the Potion button, a Use an item menu and Flee. Using an item does not cost your turn. See Items in Combat for what each item does.
Rewards
- During the run: the gold and XP of every fight are collected in the run and paid when you finish. Chest and boss items go into your bag at once.
- Completion bonus: finishing the dungeon pays a bonus worth one hunt win per floor.
- Weekly first clear: your first clear of a dungeon in a calendar week pays the completion bonus a second time.
- Buffs: gold and XP elixirs raise the payout. Your guild earns 5 % of the XP.
Leaving a Run
- Flee: ends the run after a confirmation. The collected gold and XP are lost; items already in your bag stay.
- Defeat: ends the run the same way and leaves you with 0 HP, so rest before your next fight.
- Scroll of Teleport: takes you back to town and keeps the gold and XP collected so far, without the completion bonus.
The cooldown starts once you defeat the boss. A run that ends earlier starts no cooldown.