Dungeons: Difference between revisions

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{{Player navigation}}


 
The current dungeon system provides private timed instances for '''1-5 players'''. Choose a difficulty in the client, meet the listed access requirements and pay the entry cost when joining.


 
{| class="wikitable" style="width:100%; border-left:5px solid #d29922;"
| '''Run objective:''' active dungeons last up to '''180 minutes'''. Defeat the required '''95%''' of regular monsters to spawn the boss, then defeat the boss to complete the run. Most dungeons randomly select one of two layouts; Immortals currently uses one layout.
|}


 
== Active dungeons and entry requirements ==


 
{| class="wikitable sortable" style="width:100%; text-align:center;"
 
! Dungeon !! Level !! Additional access !! [[File:8622.png|28px|link=|WAD Coin]] WAD Coins !! [[File:8462.png|28px|link=|Crystal Bar]] Crystal Bars !! Boss
 
|-
== Minotuar Dungeon ==
| '''Gorgols''' || 100 || Lord Urjuke Missions || 1 || 1 || Gorgol Master
 
|-
{| border="1" class="wikitable"
| '''Immortals''' || 125 || Curseham Access from Orc Head (Gorgols) or Minotaur dungeon || 2 || 2 || Immortal Master
|-
| '''Storm Islands''' || 150 || Immortal God Boss defeated || 3 || 5 || Storm Dragon
|-
| '''Fire Storm''' || 150 || Immortal God Boss defeated || 3 || 5 || Fire Storm Dragon
|-
| '''Tentacles''' || 350 || Tentacle Quest completed || 5 || 10 || Tentacle Master
|-
| '''Urtrudurks''' || 500 || Elite Urtrudurk Access; at least Reborn 5 || 10 || 15 || Urtrudurk Archmage
|-
| '''Samurais''' || 600 || Samurai Access; at least Reborn 6 || 15 || 20 || Samurai Emperor
|-
|-
! Location
| '''Mage Samurai''' || 600 || Samurai Access; at least Reborn 6 || 15 || 20 || Undead Samurai Emperor
! Required Level
! Rewards
|-
|-
| Darashia
| '''Bloodmoons''' || 900 || Infernal Overlord defeated; at least Reborn 6 || 20 || 25 || Bloodmoon Master
|           20
| One of: Grudul armor, Grudul Robe, Grudul Crossbow, Suprise Box
|}
|}


<gallery>
== Difficulty selector ==
minodungeon.png|
mino2.png|
</gallery>
 
 


== Ancient Dwarf Dungeon ==
Higher difficulty strengthens every dungeon monster, increases its experience and improves the dungeon's loot bonus.


{| border="1" class="wikitable"
<div class="mw-collapsible" style="border:1px solid #5b6573; padding:.7em; margin:.7em 0;">
'''Difficulty multipliers - click to collapse'''
<div class="mw-collapsible-content">
{| class="wikitable" style="width:100%; text-align:center;"
! Difficulty !! Monster health !! Monster damage !! Monster experience !! Additional loot bonus
|-
|-
! Location
| Normal || x1.0 || x1.0 || x1.0 || +0
! Required Level
! Rewards
|-
|-
| Ab'Dendriel
| Hard || x2.0 || x1.3 || x1.75 || +30
| &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 40
| One of:Corrupted Axe, Steel Hammer, Flame Sword, Ranger Crossbow, Corrupted Wand, Hermes Boots, Suprise Box
|}
 
&nbsp; <gallery>
dwarf1.png|
dwarf2.png|
dwarf3.png|
dwarf4.png|
</gallery>
 
 
 
== Sand Dungeon ==
 
{| border="1" class="wikitable"
|-
|-
! Location
| Expert || x3.2 || x1.9 || x2.0 || +60
! Required Level
! Rewards
|-
|-
| Darashia
| Master || x5.0 || x2.8 || x3.0 || +100
| &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 60
| One of:Guardian Armor, Royal Scale Robe, Royal Draken Mail
|}
 
&nbsp; <gallery>
solar1.png|
solar2.png|
solar3.png|
</gallery>
 
 
== Ice Dungeon ==
 
{| border="1" class="wikitable"
|-
|-
! Location
| Torment || x8.0 || x4.0 || x4.0 || +150
! Required Level
! Rewards
|-
|-
| Carlin
| Hell || x13.0 || x6.0 || x5.0 || +200
| &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 80
| One of:Crystal Axe, Crystal Club, Crystal Sword, Frost Bow, Holy Wand, Ice Helmet, Ice Armor, Ice Legs
|}
|}
</div></div>
The final loot calculation can also include character and progression bonuses; the last column shows only the bonus granted by the selected difficulty.


<gallery>
== Queue, layouts and rankings ==
astaroth1.png|
astaroth2.png|
astaroth3.png|
</gallery>


== Hell Dungeon ==
* A run can be started solo or with a party of up to five players.
* The client remembers the last selected difficulty for each dungeon.
* Solo and group completion times have separate rankings for each dungeon and difficulty.
* Each active dungeon exposes two difficulty-specific challenges per difficulty level.


{| border="1" class="wikitable"
== Before entering ==
|-
! Location
! Required Level
! Rewards
|-
| Darashia
| &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 20
| One of: Grudul armor, Grudul Robe, Grudul Crossbow, Suprise Box
|}


== Death Dungeon ==
# Confirm that every party member meets the level, access and reborn requirements.
# Carry the WAD Coins and Crystal Bars shown in the table.
# Select a difficulty suitable for the group; damage rises much faster than experience on the highest settings.
# Plan enough time to clear 95% of the regular enemies and the boss before the 180-minute limit.


{| border="1" class="wikitable"
[[Category:Game Systems]]
|-
[[Category:Guides]]
! Location
! Required Level
! Rewards
|-
| Darashia
| &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 20
| One of: Grudul armor, Grudul Robe, Grudul Crossbow, Suprise Box
|}

Latest revision as of 15:38, 12 August 2026

WIKI HOME
systems and tools
DOWNLOAD
official client files
GETTING STARTED
first steps and progression
ABOUT SERVER
core features and vocations
COMMANDS
verified player commands
DUNGEONS
requirements and difficulty
SPELLS
vocations and incantations
RUNES
names and requirements
LEARNED SPELLS
unlocks and effects
AUTO LOOT
lists, targets and limits
QUESTS
story and access routes
BOSSES
world, daily and instanced
MARKET & AUCTIONS
offers, item auctions and character auctions

The current dungeon system provides private timed instances for 1-5 players. Choose a difficulty in the client, meet the listed access requirements and pay the entry cost when joining.

Run objective: active dungeons last up to 180 minutes. Defeat the required 95% of regular monsters to spawn the boss, then defeat the boss to complete the run. Most dungeons randomly select one of two layouts; Immortals currently uses one layout.

Active dungeons and entry requirements

Dungeon Level Additional access WAD Coin WAD Coins Crystal Bar Crystal Bars Boss
Gorgols 100 Lord Urjuke Missions 1 1 Gorgol Master
Immortals 125 Curseham Access from Orc Head (Gorgols) or Minotaur dungeon 2 2 Immortal Master
Storm Islands 150 Immortal God Boss defeated 3 5 Storm Dragon
Fire Storm 150 Immortal God Boss defeated 3 5 Fire Storm Dragon
Tentacles 350 Tentacle Quest completed 5 10 Tentacle Master
Urtrudurks 500 Elite Urtrudurk Access; at least Reborn 5 10 15 Urtrudurk Archmage
Samurais 600 Samurai Access; at least Reborn 6 15 20 Samurai Emperor
Mage Samurai 600 Samurai Access; at least Reborn 6 15 20 Undead Samurai Emperor
Bloodmoons 900 Infernal Overlord defeated; at least Reborn 6 20 25 Bloodmoon Master

Difficulty selector

Higher difficulty strengthens every dungeon monster, increases its experience and improves the dungeon's loot bonus.

Difficulty multipliers - click to collapse

Difficulty Monster health Monster damage Monster experience Additional loot bonus
Normal x1.0 x1.0 x1.0 +0
Hard x2.0 x1.3 x1.75 +30
Expert x3.2 x1.9 x2.0 +60
Master x5.0 x2.8 x3.0 +100
Torment x8.0 x4.0 x4.0 +150
Hell x13.0 x6.0 x5.0 +200

The final loot calculation can also include character and progression bonuses; the last column shows only the bonus granted by the selected difficulty.

Queue, layouts and rankings

  • A run can be started solo or with a party of up to five players.
  • The client remembers the last selected difficulty for each dungeon.
  • Solo and group completion times have separate rankings for each dungeon and difficulty.
  • Each active dungeon exposes two difficulty-specific challenges per difficulty level.

Before entering

  1. Confirm that every party member meets the level, access and reborn requirements.
  2. Carry the WAD Coins and Crystal Bars shown in the table.
  3. Select a difficulty suitable for the group; damage rises much faster than experience on the highest settings.
  4. Plan enough time to clear 95% of the regular enemies and the boss before the 180-minute limit.