Dungeons

From WeAreDragons
Revision as of 14:36, 12 August 2026 by Maintenance script (talk | contribs) (Replace legacy dungeon table with active registrations and difficulty data)
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The current dungeon system provides private timed instances for 1-5 players. Each registered dungeon has ten instance slots. You choose a difficulty in the client, meet the listed access requirements and pay the item 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

The values above come from the active dungeon registrations. Comments left beside old values in source files are not used when they disagree with the executed configuration.

Difficulty selector

Higher difficulty strengthens every dungeon monster and increases its experience. It also contributes an additional internal loot boost to the recorded run snapshot.

Difficulty multipliers - click to collapse

Difficulty Monster health Monster damage Monster experience Difficulty loot boost
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 value in the last column is only the dungeon-difficulty component.

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 are stored separately for each dungeon and difficulty.
  • Ranking snapshots record the layout, character level, reborn count, vocation, equipment and calculated loot boost for the run.
  • 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.
Not listed as active Reason
Mini Tentacle Its definition remains in the datapack, but MiniTentacle:register() is commented out, so it is not part of the active dungeon list.
Minotaur, Ancient Dwarf, Sand, Ice, Hell, Death and Pyromancer entries from the old wiki table They belong to the former dungeon guide and are not registered by the current instanced dungeon system.