Eight dungeons, eight guardians
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Dungeon 1
The Sunken Crypt
The first seal lay beneath the chapel, and it has cracked. Soulfire lights the Corridor of the Dead and the dead march again. Work the levers of the vault, cross the Bone Bridge and lay their king to rest.
The Crypt King Lord of the Sunken Crypt
He ruled the living, then the dead. A coal of dragonfire burns where his heart once beat.
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Dungeon 2
Emberforge Depths
The dwarves forged the golden chains of the seals here. Now the furnaces roar for something else. Light the Smelting Hall, push the ore carts into place and cross the Foundry Bridge to Ondrik.
Forgemaster Ondrik Master of the Emberforge
He forged the chains of the second seal. Now he forges for an army that has not marched.
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Dungeon 3
Frostfang Hollow
The third seal lies beneath the blue ice, and the wolves howl at noon. No riddles here, only teeth: run the Frozen Pass, hold the Wolf Den against the pack and reach the Matriarch.
The Frost Matriarch Mother of the Pack
She slept on the third seal to guard it. Something woke her with fire in her eyes.
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Dungeon 4
Thornwild Temple
Careful hands raised this temple in jade, and the jungle took it back. Burn the Vine Gate, take the Thorn Warden's key to the Seed Vault and find the hidden shrine before the Root Bridge.
The Thornmother Heart of the Wild
Every vine in Thornwild grew from her roots, and her roots broke the fourth seal.
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Dungeon 5
Tidebound Sanctum
The Tidecaller flooded his own temple to keep it. Turn the valves in order, read the runes of the Coral Halls, push the stones of the Geyser Court and wade the Drowned Nave.
The Tidecaller Voice of the Deep
He flooded his temple to save it, and taught the sea his hymn.
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Dungeon 6
Clockwork Spire
Corvane's machines never sleep, and one of them is grinding the sixth seal apart. Guide the light in the Lens Chamber, set the Gear Works, survive the Assembly Line and break the Brass Sentinel.
Arch-Engineer Corvane Master of the Spire
He built the spire, the machines and the traps. Someone veiled paid him for a door.
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Dungeon 7
Veil of Shadows
The Oracle's realm is woven from lies and violet light. Bend the light in the Hall of Mirrors, follow the runes of the Shadow Garden and walk the Void Path, where only one way holds.
The Veiled Oracle Seer of the Void
She has seen every way this fight can end. Most of them end with you.
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Dungeon 8
The Ashen Throne
Seven seals are broken and the dragon stirs beneath the last. Light the Ember Shrine, take the Pyre Matron's key, hold the Siege Court and break his champion before the throne.
Ignaroth the Ashen Last of the Dragonlords
Older than the kingdoms that bound him. He remembers each of their names.
The Hollow Citadel
Far to the north a bell rang, and the Hollow King opened his eyes. Four guardians stand between the gate of his citadel and his throne. Bring ten heroes, and bring light.
- The GatewardenKeeper of the Hollow Gate
- Choirmistress VaelVoice of the Hollow Choir
- GloomfangHound of the Hollow King
- The Hollow KingLord of the Hollow Citadel
Dungeons
Fight through the rooms of a dungeon to its boss. A room's gate opens once its enemies are down, its puzzle is solved and its mini-boss has fallen.
Out of combat your health comes back quickly. If you fall, you return to the entrance of the room after a few seconds.
Your own ability levels and your gear count here. The boss leaves a chest with gold, experience and maybe an item.
Levels, Stars and Par Time
Every dungeon has levels. Higher levels make enemies stronger and the chest richer. Finishing a level unlocks the next one, two stars the one after that as well.
The timer runs from your first step. One star for finishing, two with a fifth of the par time left, three with two fifths. From level 4 every death adds seconds to the timer.
Levels 1 to 3 are easy, from level 4 it gets demanding, and level 10 is really hard: there a fall in the boss fight means the boss starts over.
Finishing a dungeon on any level opens the next one.
Weekly Affixes and Mythic Levels
From level 2 the dungeons carry the week's affixes, for example tougher enemies or a stronger boss. They change every Monday and pay a little more gold and experience.
Past level 10 the dungeons go on as Mythic levels. Enemies keep getting stronger, and from level 14 the season's affix joins.
Puzzles and Events
Some rooms hold a puzzle: pull levers in the right order, push stone blocks onto plates, step on runes in the order they glowed, light every brazier at once, turn mirrors to guide a beam, or find the one path that holds.
A ward event asks you to stay inside a circle while enemies attack.
Walk up to a lever, block, mirror or chest and tap the use button. The "?" at the top recalls the hint of the room you are in.
Loot on the Way
Enemies drop gold, materials, consumables and now and then an item. Loot flies to you by itself a moment after it lands, wherever you stand. If you fall, it waits until you are back on your feet.
An item shows as a card at the right edge. A green arrow marks an upgrade: it beats what you wear in its slot or completes a set bonus. After the run, "Equip All Upgrades" puts the best of them on, and "Sell Junk" sells the rest up to the rarity you chose in the settings.
Rare elites with orange names always drop an item. Treasure chests stand in side rooms and behind puzzles. Some doors need a key that a mini-boss carries.
If you give up, you keep what you took, but the chest stays closed.
Belt and Supplies
Before a run, fill the two belt slots with potions or bombs on the Supplies tab. Tap their buttons in the fight. Potions share one cooldown, bombs another.
A flask, a weapon oil and a scroll each last the whole run and are used up when it starts.
The Alchemist in the camp sells the basic ones and brews the rest from the materials enemies drop. Supplies are not allowed in PvP or Survival.
Group Dungeons
Every dungeon run is a group of five: you and four allies. Before the run the group drafts its abilities, each ability once. The allies take what the group lacks: healing, protection and control first, then damage.
There are no fixed roles. An ally with healing heals, one with a shield or guard holds the enemies, the others fight. Enemies have more health for every member of the group.
The Raid
The Hollow Citadel is a raid for a party of ten: you and nine allies against four bosses with their own mechanics. In the raid each ability may be picked twice.
It opens with hero level 10 and a dungeon finished on level 8. Each boss gives its item once a week on each difficulty.
Mythic Keystones
Above level 10 a dungeon needs your keystone. It names a dungeon and a Mythic level. Your first one comes when you finish any dungeon on level 10.
"Use Keystone" in the dungeon preparation picks its dungeon and level. Finish within the par time and the keystone rises by your stars and moves to another dungeon, the chest holds a bonus item and the run counts for your Dungeon Rating. Out of time the chest still opens, but the keystone drops by one; giving up or leaving lowers it too.
The highest keystone you finish in time each week adds an item to the weekly chest.
World Boss
Every Monday a new giant takes the field. You and a party of four have three minutes to deal as much damage as you can. The boss does not fall, and it enrages for the last 30 seconds.
Three attempts a week count. Your best one pays by its tier: Bronze, Silver, Gold or Astral, with gold, a gem, an epic item and at Astral a chance of a legendary. A better attempt later pays the tiers you had not reached.
The whole realm fights the same boss all week. If its health runs out before Monday, every hero gets a chest.