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
| Path | Base risk | Reward character |
|---|---|---|
| Safe | 6% | Modest gold, common finds. Preserves the run |
| Uncertain | 16% | Better gold, better item odds, occasional odd outcome |
| Tempting | 30% | 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
| Dungeon | Unlock level | Key cost |
|---|---|---|
| Sunken Crypt | 15 | 1 |
| Ashen Hollow | 25 | 1 |
| Drowned Vault | 35 | 1 |
Sunken Crypt
A flooded burial ground beneath Green Plains, crawling with restless dead.
| Item | Chance (of a drop) |
|---|---|
| Bronze Helm | 21.4% |
| Bronze Shield | 21.4% |
| Bronze Chestplate | 14.3% |
| Bronze Scythe | 14.3% |
| Bronze Band | 7.1% |
| Bronze Pendant | 7.1% |
| Bronze Boots | 7.1% |
| Bronze Cape | 7.1% |
Ashen Hollow
A scorched ruin where fallen knights still stand their post.
| Item | Chance (of a drop) |
|---|---|
| Iron Chestplate | 27.3% |
| Iron Shield | 27.3% |
| Iron Warhammer | 18.2% |
| Iron Cape | 18.2% |
| Iron Pendant | 9.1% |
Drowned Vault
A sunken treasury guarded by whatever the tide dragged in.
| Item | Chance (of a drop) |
|---|---|
| Steel Warhammer | 20.0% |
| Steel Helm | 10.0% |
| Steel Chestplate | 10.0% |
| Steel Boots | 10.0% |
| Steel Gloves | 10.0% |
| Steel Shield | 10.0% |
| Steel Cape | 10.0% |
| Steel Pendant | 10.0% |
| Steel Band | 10.0% |
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.