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Dungeons

Five instanced dungeons with Normal, Hard and Nightmare tiers, for solo heroes or parties of up to four.

A dungeon is a private run for one to four heroes: fight through waves, cross a second stage, beat the boss and loot the bonus room. There are five, one for each stretch of the world. Each can be played on three difficulties (four in the Wreckhold), and the harder tiers play differently, not just longer.

The five dungeons

The Wreckhold has a fourth tier, Maelstrom, for Lv 110.

Nobody can enter below the level shown for the tier. Hard gives you 25 percent more time, and Nightmare 50 percent more.

Getting in

Talk to the gatekeeper in town, or open Challenges from the menu and pick the DUNGEONS tab. Choose a tier and press ENTER. In a party, the leader enters and brings everyone standing on the same map. If someone is too low in level or cannot pay the entry cost, nobody goes in and the game names who.

Gate Sigils

Entry costs Gate Sigils: 1 for Normal, 2 for Hard, 3 for Nightmare, 4 for Maelstrom. Your first 3 entries each day are free, on any dungeon and any tier. You get more Gate Sigils from:

Your first clear of each tier in a dungeon gives 5 Gate Sigils.

Inside a run

Each dungeon has four stages, and every one starts with a short film and a countdown.

DungeonStage 1Stage 2Stage 3Stage 4
The Rootbound LabyrinthThe Root Hollow: clear wavesThe Root Climb: reach the glowing landingThe Thornmother's Court: bossRoot Hollow Cache: bonus
The Sunken VaultThe Flooded Hold: clear wavesThe Vault Seal: keep it aliveThe Drowned Treasury: bossThe Flooded Cache: bonus
The Molten FoundryThe Slag Pit: clear wavesThe Slag Cores: collect 14The Foundry Core: bossThe Slag Pit Cache: bonus
The Astral SanctumThe Sunken Sanctum: clear wavesThe Star Ascent: climbThe Star-Eater's Reach: bossThe Sunken Cache: bonus
The WreckholdThe Cargo Hold: clear wavesThe Listing Keelway: climb to the stern hatchThe Admiral's Deck: bossThe Cargo Hold Cache: bonus

Clear stages come in waves, and the next lands soon after the last falls. When a stage is done, a gate opens. Walk into it and the rest of your party is pulled through a few seconds later. The bonus room is a short timer to smash every cache.

If you fall, you revive at the stage. On Nightmare and Maelstrom the whole party shares 4 lives instead, and one is spent for each fall. When they are gone the fallen stay down.

Normal, Hard and Nightmare

Harder tiers fight at their own level band, so the creatures hit at the level you need.

NormalHardNightmare
WavesThe usual wavesMore and larger wavesEven more waves, larger still
ChampionsNoneOne stronger champion per wave, with a special traitTwo per wave, each with two traits
BossIts normal movesThrows marked hazards around the arenaHazards come faster, calls in helpers at about 70 and 35 percent HP, and enrages at half HP
LivesRevive at the stageRevive at the stageFour shared lives
TimeBaseMore timeMost time

Creatures in the Molten Foundry Nightmare, the Astral Sanctum and the Wreckhold now have more health, so runs there last longer. Their clocks and grade times grew with them. Rewards did not change. The Normal tiers of the Astral Sanctum and the Wreckhold keep their clock.

Champions are tougher creatures with traits such as a shield, regeneration, rage, blinking or splitting. Every hazard is marked on the ground before it lands, so step out in time.

Daily clears

Each dungeon pays its full reward 3 times a day. After that you can still run it to help a friend, and you are not charged a Gate Sigil, but it pays nothing.

Rewards

Clearing a dungeon pays EXP, lumens (more on a higher tier) and loot. A faster clear earns a better grade, and a better grade pays more lumens.

DungeonArmorAccessory
The Rootbound LabyrinthRootbound Wardplate, Rootbound GreavesThornmother's Signet
The Sunken VaultVaultkeeper's Cuirass, Vaultkeeper's GreavesTreasurer's Pearl Drops
The Molten FoundryFoundrywrought Cuirass, Foundrywrought GreavesColossus Cinder Pendant
The Astral SanctumSanctum Vestments, Sanctum LeggingsStar-Eater's Coil Ring
The WreckholdAdmiralty Cuirass, Admiralty GreavesFerrous's Storm-Coin Drops

The Unlit dungeons

The Stilled Clockspire and The Halfnight Vaults are new, for levels 130 to 160. The Echo Tower now climbs to floor 80. See The Unlit Challenges.

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