Wiki

Guide

Dungeons

Floors, the way down, bosses and their hoards.

Entering and leaving

  • Entering: walk into a dungeon entrance on the overworld. In the free trial, a dungeon in a locked land opens the unlock screen instead.
  • When you enter: you start on Floor 1. The banner shows the level range and the number of floors. It is marked dangerous if the dungeon's minimum level is more than 6 above your fighting level.
  • Leaving:
    • Floor 1's exit tile takes you back to the overworld.
    • On deeper floors, the exit takes you up one floor. You arrive beside that floor's way down.
  • Going deeper: take the descent passage in the middle of the lair room at the far end of each floor except the last. Two guards stand in that room.
  • Recall: works from underground. Gate Travel and Mark don't.

Floors

  • Layout: each dungeon has 2–4 floors. Every floor of a given dungeon always has the same layout.
  • Creatures and resources: placed fresh every time you arrive on a floor. Leaving a floor clears it.
  • Spawn chances: each floor has its own creature list and resource list, with a creature density of 8% per tile.
  • Safe area: there is a small safe area around where you arrive, with nothing in it.

Bosses

  • The lair: the last floor holds the dungeon's boss in the lair room, with a hoard chest two tiles above it. The chest's level is the dungeon's maximum level, so its gear rolls 5 levels above that.
  • Respawn: after a boss is killed it doesn't return for 10 minutes (600s of game time). A visit before then finds the lair quiet, with no boss and no chest.
  • How bosses fight:
    • Their combat rating is 10 higher.
    • They leash at 6 tiles.
    • They stay Frozen for only half as long.
    • They never spawn as champions.
  • Rewards:
    • Every helper with 3% of the damage gets full loot.
    • Dropped gear is always magic, and rolls high.
    • 25% unique chance, and the kill adds 10 to your pity counter.

Dying underground

  • You don't leave a body in the depths. Your ghost and corpse appear at the dungeon's entrance on the overworld.