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.