Dungeons

Push-your-luck expeditions: read the clues, weigh the odds, choose how much to risk.

How dungeons work

  • Each dungeon unlocks at a character level, not a region: you can enter one the moment you qualify, regardless of which region you've reached.
  • Entering costs a Dungeon Key. Keys come only from completing your daily quests (see Quests): a natural 3-keys-a-day cap.
  • Every room offers three paths, each described through environmental clues and each showing its exact defeat chance up front. A calm, undisturbed way is safe; visible treasure with something breathing behind it is dangerous; strange magic is unpredictable.
  • Choosing a path is a single roll against exactly the number shown: no hidden modifiers, no HP attrition, no fight to grind through. Survive and the path's reward joins your unbanked haul; fall and the run ends, losing everything unbanked. Your gear, XP, gold, and everything from earlier runs are never at risk.
  • You can leave with your loot between any two rooms, banking the whole haul plus renown for the depth you reached. The dungeon has no bottom: the question is never "can I finish", it's "how deep do I dare".
  • Your character level (above the dungeon's own gate) and the Estate's Luck talents both lower every shown risk. Noticeably, never to nothing.
  • Danger climbs as you descend: the first rooms are forgiving, the deep rooms are not.
  • Each surviving room grants Cartography XP immediately (mapping the depths is real experience, and that part is never at risk).
  • The uncertain path sometimes resolves strangely in your favor: a coin windfall, a flash of insight that lowers the next room's dangers, a sealed cache, or a shortcut deeper. Its defeat chance is always exactly what it says.
  • Independent of the ordinary reward, every surviving room rolls a small chance at a dungeon-exclusive jackpot item (see below), likeliest on the tempting path and deeper down.

The three path archetypes

PathBase riskReward character
Safe6%Modest gold, common finds. Preserves the run
Uncertain16%Better gold, better item odds, occasional odd outcome
Tempting30%Roughly double a safe room's gold, Rare-floored items, best jackpot odds

Base risk shifts with depth and your level/Luck, clamped between 3% and 75%, and each path keeps a minimum of its own, so even a maxed hero finds the tempting path genuinely tempting fate.

Dungeon jackpot items

A shared pool of 3 items reachable only through this rare per-room roll: never from an ordinary drop.

Item
Delver's Reliquary Blade
Crypt Warden's Signet
Sunken Vault Cloak
Drowned Vault Bulwark
Reliquary of the Deep

The three dungeons

DungeonUnlock levelKey cost
Sunken Crypt151
Ashen Hollow251
Drowned Vault351

Sunken Crypt

A flooded burial ground beneath Green Plains, crawling with restless dead.

ItemChance (of a drop)
Bronze Helm21.4%
Bronze Shield21.4%
Bronze Chestplate14.3%
Bronze Scythe14.3%
Bronze Band7.1%
Bronze Pendant7.1%
Bronze Boots7.1%
Bronze Cape7.1%

Ashen Hollow

A scorched ruin where fallen knights still stand their post.

ItemChance (of a drop)
Iron Chestplate27.3%
Iron Shield27.3%
Iron Warhammer18.2%
Iron Cape18.2%
Iron Pendant9.1%

Drowned Vault

A sunken treasury guarded by whatever the tide dragged in.

ItemChance (of a drop)
Steel Warhammer20.0%
Steel Helm10.0%
Steel Chestplate10.0%
Steel Boots10.0%
Steel Gloves10.0%
Steel Shield10.0%
Steel Cape10.0%
Steel Pendant10.0%
Steel Band10.0%
The number on the card is the contract: the server computes it before you see the room, shows it, and resolves your choice against exactly that value. Refreshing never rerolls a room, and a resolved choice can never be retried for a different outcome.