Challenges
The Unlit Challenges
Two party quests, two dungeons, a raid, three Hard lairs and the weekly Mirror for heroes from 125 to 160, plus the Echo Tower up to floor 80.
The Unlit adds group content for every taste. Most of it follows the rules in
Party Quests,
Dungeons,
Raids and
Boss Lairs. This guide lists what is new. Late runs pay mostly in lumens, gear, tokens and Unlit Shards, and very little in EXP.
Party quests
Up to six heroes, three rewarded clears a day, plus two Hard clears a day for parties of 2 or more. See
Hard Party Quests.
| Party quest | Levels | Board | Boss |
|---|---|---|---|
| 125 to 140 | |||
| 148 to 160 | The Ninth Banner in |
The Heist is a sneak through a light-bank: climb past the owls, fill jars with
Vault Light, and hold the door for Ruckle. The Ninth Stand relives three days at the Ninth Gate: hold the gate, then relight the lamps with
Lamp Oil.
Each pays a token,
Heist Jar or
Ninth Mark. Trade tokens at the party quest's exchange for a cape, an accessory, potions, stones, a soul shard and, at the Ninth Banner,
Unlit Shards.
Dungeons
One to four heroes. Three rewarded clears a day across both dungeons, and the first three entries each day are free.
| Dungeon | Gatekeeper | Normal | Hard | Nightmare | Boss |
|---|---|---|---|---|---|
| Lv 130 | Lv 140 | Lv 150 | |||
| Lv 138 | Lv 148 | Lv 158 |
Above Normal, every tier has more health. The Normal tiers are unchanged.
The Halfnight Vaults has a fourth tier, Maelstrom, at Lv 160. The Clockspire climbs the inside of a stopped clock. The Vaults ask you to guard Hesk's ledger from jarhounds.
Each pays a set and an accessory:
Clockspire Stilled and
Collector's Coat.
The raid: Vyrmholt
Vyrmholt is the chained beast that holds Vael Orun to the sky. Level 155, one to six heroes, five shared lives, one clear a day.
- Talk to
Bosun Kettering in Inverhold, or open Challenges and pick RAIDS. - You need a
Shattered Anchor-Link. Creatures from level 147 up can drop one, and Master Kaen's exchange sells it for Echo Shards.
A party of four needs several minutes. The slam and the shaking lanes hit much harder: do not stand in a lane. The fight has four phases:
- The Four Chains. The body is immune until all four chains break. Split into pairs.
- The Pull Below. Shockwaves cross the lanes after a short warning. Chainlings climb up and clamp onto you. Keep them off your healer.
- The Wave Falls. Two chains grow back. Break them again, or the body's blows land harder until you do. Novas fall and Wave Shards appear.
- The Anchor Lets Go. No chains remain. Pillars fall faster and hit harder. Finish it.
Rewards are lumens, the set
Ninthgate Regalia (rare), the usual raid prizes, two
Unlit Shards, a chance at
Vyrmholt Soul and the title Anchorbreaker on the first clear.
Hard lairs and the Mirror
These run weekly like the other lairs in
Boss Lairs. Their exclusive accessory is guaranteed on your 3rd counted weekly clear without it, so you wait at most three weekly clears.
| Lair | Level | Signature hazard | Exclusive |
|---|---|---|---|
| 140 | Sunhound's Noon: hide behind a pillar | ||
| 155 | The Wave Remembers: a wide wave from one side. Jump it or climb | ||
| 160 | The Mirror Darkens: stand in the light |
These lairs are tuned for well-forged heroes and hit harder. Each signature attack takes about two thirds of your health. It never kills from full health, but ignoring it twice will.
Each also awards a title on its first Hard clear: Houndbreaker, Regent's Pardon and Mirrorbreaker.
The Mirror
The Mirror is a weekly duel for one hero. It copies your class and your ultimate, and it wears your shape in shadow.
- Break its Mirror Guard first, then use your ultimate.
- At 30% it splits and the shade of Rhen Avaros joins the fight.
- You have 3 lives. There are no helpers.
- Your first clear each week pays five
Unlit Shards.
Every clear, including practice runs, sets your fastest time for the week. The Mirror's lair card shows your best time as a chip. Tap it to open Rankings, tab MIRROR, which ranks the fastest clears this week and can be split by class line. It pays nothing, only glory.
The Echo Tower to floor 80
The
The Echo Tower now climbs to floor 80, through two new wings.
- Wing VII, the Kindled Wing, floors 61 to 70, ends with an echo of Brightmaw.
- Wing VIII, the Stilled Wing, floors 71 to 80, ends with an echo of the Glass Regent.
When a floor opens a new wing, the run clock and the echo wait until every climber's map has loaded (about 25 seconds at most), then a short countdown starts. That wait never counts against your time or grade. Floors in the same wing keep the fast rush.
A new creature stands on every floor. There is a rest at floors 60 and 70. The weekly Echo Tower board simply reaches higher scores. The Echo shop at
Master Kaen sells level 140 gear.
Guilds
A rewarded clear earns your guild CP: 20 for a dungeon, 40 for the raid and 30 for a Hard lair. See
Guilds.