Sections

Dungeons

A dungeon is a map of dark chambers behind a door, run by a party of one to five. Clear chambers until the key turns up, then break down the boss's door and fight it.

Running It

  • The leader turns a key at the door; a lone player founds a party of one. Everyone starts at the entrance.
  • Chambers stay dark until you stand beside them, and moving to one takes 10 seconds.
  • Every chamber is sized to the whole party, whoever is standing in it.
  • The key turns up in a cleared fight, trap or elite chamber, never behind a pool.
  • The boss's door opens once the key is found and every member still inside stands on its hex. The door is broken with the tool below; the party's size fixes how much door there is.
  • A run lasts 24 hours. The leader may abandon it for everyone; anyone may leave alone with their pack.
  • Dying inside is the ordinary death and ends your run. The idle check only pauses you: the boss cannot touch you, and Refresh resumes.

The Chambers

ChamberWhat it isShare of rooms
Fight4 kills per member of one of the dungeon's monsters40%
PoolOne of the dungeon's gathers or crafts; every successful cycle takes one unit30%
TrapA Thieving check for each member who presses Step over; failing costs 25% of your health, never progress15%
HoardOne pick from the dungeon's tables for each member who presses Loot15%
EliteOne guardian per member; its chest holds 3 picks1 per run

Gravenholt

DoorGravenholt
Chambers19
KeyCrypt Key: about 1 in 10,000 actions or kills anywhere in Aldermoor; tradeable
Fight chambersSkeleton, Graverobber, Crypt Wraith
EliteBarrow King
PoolsCollapsed Passage, Root-choked Stair, Flooded Cistern, Cold Kitchen, Dead Forge, Rotted Shrouds, Grave Miasma, Choked Beds, Rotten Beams, Unquiet Dead
TrapsThieving 15
BossThe Ossuary Warden (combat 45): a pickaxe for the door, then the fight
Sigils10 per full clear

What It Pays

  • Fight and pool chambers pay by share to whoever worked them, into the pack, at the invasion and surge rate (25% more XP than outside).
  • When the boss falls, everyone who fought it presses Loot the chest: 3 picks, coin worth 51 chambers, and the Sigils, all scaled by the share of chambers cleared and ×1.25 on a full clear. The boss pays the raid XP rate.
  • Hoard picks roll rarity 50% better and chest picks 100% better. Luck and Fortune count at the chest and on the boss's keepsakes; hoards and chamber spoils pay flat.
  • No gear drops inside: dungeon gear is bought with Sigils.

Picks That Change

A pick ofPays
Bones2 to 4× Large Bones
Iron Bar3 to 5× Iron Bar
Cloth5 to 10× Cloth

Dungeoneer Ranks

Everyone still inside scores 1 per boss kill, on a highscore board of its own.

RankPointsGrants
15the title Dungeoneer
225
3100
4400
51,600the title Master Dungeoneer

Each boss also rolls its keepsakes for everyone still inside.

Gravenholt Sigil Shop

At Gravenholt.

ItemSigilsWhat it does
Ossuary Blade90A sword a step over iron, hilted in bone from the ossuary.
Gravewarden Plate90A platebody a step over iron, riveted from the crypt's own guard.
Bonepick90A pickaxe a step over iron, its head a shard of the ossuary door.
Lantern40Carry it into any run: the party sees a second ring of chambers.
The manual [show]