Dungeons
Closed rooms, one group at a time: clear the waves, bring down the boss and
spin the wheel. Open today: Howling Hollow, Bellowing Labyrinth. The others show up in the window as Coming
soon and open little by little.
| Dungeon |
Minimum level |
Status |
| Howling Hollow | 50 | Open |
| Bellowing Labyrinth | 80 | Open |
| Clanging Caverns | 100 | Closed for now |
| Wardrum Keep | 60 | Closed for now |
| Whispering Webs | 70 | Closed for now |
| Roaring Roost | 80 | Closed for now |
Getting in
- A portal in the temple leads to Harkon. Say dungeon and he
takes you to the dungeon hall. The blue portal in the hall brings you back
to the temple.
- In the hall, say dungeon to the Dungeon Keeper to open the
window, and pick the dungeon and the difficulty standing next to him.
- The group steps on the marked tiles by the lever — up to
4 players — and someone pulls it. No party needed, but
everyone must have picked the same dungeon and the same difficulty, have
the minimum level and have an attempt.
- If another group is inside, the dungeon shows as occupied and the lever
does not move until it is free.
Attempts
- 2 free per day, renewed at the server save. A free attempt you do not
use does not pile up.
- Up to 2 more per day, bought in the same window for 10
points each, paid from your points balance. A bought attempt you
do not use is kept for another day.
- The attempt is spent when the lever is pulled, win or lose. The free one
goes first.
Inside
- The monsters come in waves, with a warning 10 seconds before each
one. Clear the last and the boss arrives.
- The room and the boss are always the same, whether there are 1 or
4 players: the waves and the boss are those of a full group.
Whoever is strong enough can go alone.
- You have 30 minutes. When time runs out, the dungeon throws the group
out with nothing.
- The red portal in the room takes you back to the hall at any time. Leaving
before the boss is giving up, and the attempt is already spent.
- Monsters drop loot as anywhere else. An attributed item that drops inside
comes with a single attribute.
- Dying inside is not dying: you are back in the hall with full health and
lose nothing but the attempt. The group carries on without you, and if
nobody is left in the room, it closes.
Difficulty
Every dungeon starts at Fácil. Beating a difficulty unlocks the next one
of that dungeon for everyone in the room when the boss falls.
Howling Hollow
| Difficulty |
Health |
Damage |
Boss damage |
Experience |
Bonus experience |
Platinum coins |
Magic dust |
| Fácil | 100% | 100% | 30% | 100% | 20.000 | 5–9 | Low |
| Médio | 150% | 125% | 45% | 125% | 30.000 | 9–15 | Medium |
| Difícil | 200% | 150% | 60% | 150% | 40.000 | 15–23 | High |
| Muito Difícil | 300% | 200% | 75% | 200% | 50.000 | 23–38 | Very high |
Bellowing Labyrinth
| Difficulty |
Health |
Damage |
Boss damage |
Experience |
Bonus experience |
Platinum coins |
Magic dust |
| Fácil | 100% | 100% | 30% | 116% | 50.000 | 5–9 | Low |
| Médio | 150% | 125% | 45% | 146% | 70.000 | 9–15 | Medium |
| Difícil | 200% | 150% | 60% | 175% | 100.000 | 15–23 | High |
| Muito Difícil | 300% | 200% | 75% | 233% | 120.000 | 23–38 | Very high |
Health, damage and experience are those of the monsters, against their usual
values. Boss damage is the boss's hit, against its usual one. The boss also gets
faster at each difficulty.
The wheel
- When the boss falls, the wheel spins once for each player alive in the
room. Whoever died or left before gets nothing.
- Every win pays platinum coins, more on each difficulty (table below).
- Every win also gives each player alive in the room a fixed amount of bonus
experience, the same for everyone in the group (table below).
- The wheel can also give magic dust. It can also give nothing.
- Each dungeon also has its own rare prizes: every win gives each player a
0.1% chance of one of them.
- Nothing goes to your backpack: each win becomes a dungeon reward bag in the
reward chest, in the Dungeon Keeper's hall. Open it to see what you got;
the bags pile up, one per win, and only you see yours.
- After the boss, the group has 5 minutes to leave through the red
portal; then the dungeon closes and takes everyone out.
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