Challenges
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
| Dungeon | Gatekeeper | Normal | Hard | Nightmare | Boss | Time (Normal) |
|---|---|---|---|---|---|---|
| Lv 12 | Lv 22 | Lv 32 | 10 min | |||
| Lv 26 | Lv 36 | Lv 46 | 11 min | |||
| Lv 42 | Lv 52 | Lv 62 | 12 min | |||
| Lv 60 | Lv 70 | Lv 80 | 13 min | |||
| Lv 80 | Lv 90 | Lv 100 | 14 min |
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:
- clearing dungeons and raids,
- quests,
- the Echo Tower shop at
Master Kaen (for
Echo Shards), - the Cash Shop. See
The Cash Shop.
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.
| Dungeon | Stage 1 | Stage 2 | Stage 3 | Stage 4 |
|---|---|---|---|---|
| The Rootbound Labyrinth | The Root Hollow: clear waves | The Root Climb: reach the glowing landing | The Thornmother's Court: boss | Root Hollow Cache: bonus |
| The Sunken Vault | The Flooded Hold: clear waves | The Vault Seal: keep it alive | The Drowned Treasury: boss | The Flooded Cache: bonus |
| The Molten Foundry | The Slag Pit: clear waves | The Slag Cores: collect 14 | The Foundry Core: boss | The Slag Pit Cache: bonus |
| The Astral Sanctum | The Sunken Sanctum: clear waves | The Star Ascent: climb | The Star-Eater's Reach: boss | The Sunken Cache: bonus |
| The Wreckhold | The Cargo Hold: clear waves | The Listing Keelway: climb to the stern hatch | The Admiral's Deck: boss | The 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.
| Normal | Hard | Nightmare | |
|---|---|---|---|
| Waves | The usual waves | More and larger waves | Even more waves, larger still |
| Champions | None | One stronger champion per wave, with a special trait | Two per wave, each with two traits |
| Boss | Its normal moves | Throws marked hazards around the arena | Hazards come faster, calls in helpers at about 70 and 35 percent HP, and enrages at half HP |
| Lives | Revive at the stage | Revive at the stage | Four shared lives |
| Time | Base | More time | Most 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.
Blade Starstones are a common reward.- A
Gate Sigil is a common drop. - A
Prism of Revelation is an uncommon find. - Each dungeon has its own armor set and accessory. The armor pieces are rare. The accessory is a rare drop, and a little more likely on Nightmare.
- Hard adds a
Kaleidoscope chance. Nightmare adds a
Starluck Charm, a better Kaleidoscope chance and a rare
Mirror Kaleidoscope and
Starguard Seal. - The Sunken Vault, The Molten Foundry and The Wreckhold each have a very rare chance to drop a raid key. See
Raids.
| Dungeon | Armor | Accessory |
|---|---|---|
| The Rootbound Labyrinth | Rootbound Wardplate, Rootbound Greaves | |
| The Sunken Vault | Vaultkeeper's Cuirass, Vaultkeeper's Greaves | |
| The Molten Foundry | Foundrywrought Cuirass, Foundrywrought Greaves | |
| The Astral Sanctum | Sanctum Vestments, Sanctum Leggings | |
| The Wreckhold | Admiralty Cuirass, Admiralty Greaves |
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.