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
| Chamber | What it is | Share of rooms |
|---|---|---|
| 4 kills per member of one of the dungeon's monsters | 40% | |
| One of the dungeon's gathers or crafts; every successful cycle takes one unit | 30% | |
| A Thieving check for each member who presses Step over; failing costs 25% of your health, never progress | 15% | |
| One pick from the dungeon's tables for each member who presses Loot | 15% | |
| Elite | One guardian per member; its chest holds 3 picks | 1 per run |
Gravenholt
| Door | Gravenholt |
|---|---|
| Chambers | 19 |
| Key | Crypt Key: about 1 in 10,000 actions or kills anywhere in Aldermoor; tradeable |
| Fight chambers | Skeleton, Graverobber, Crypt Wraith |
| Elite | Barrow King |
| Pools | Collapsed Passage, Root-choked Stair, Flooded Cistern, Cold Kitchen, Dead Forge, Rotted Shrouds, Grave Miasma, Choked Beds, Rotten Beams, Unquiet Dead |
| Traps | Thieving 15 |
| Boss | The Ossuary Warden (combat 45): a pickaxe for the door, then the fight |
| Sigils | 10 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
Dungeoneer Ranks
Everyone still inside scores 1 per boss kill, on a highscore board of its own.
| Rank | Points | Grants |
|---|---|---|
| 1 | 5 | the title Dungeoneer |
| 2 | 25 | |
| 3 | 100 | |
| 4 | 400 | |
| 5 | 1,600 | the title Master Dungeoneer |
Each boss also rolls its keepsakes for everyone still inside.
Gravenholt Sigil Shop
At Gravenholt.
| Item | Sigils | What it does |
|---|---|---|
| Ossuary Blade | 90 | A sword a step over iron, hilted in bone from the ossuary. |
| Gravewarden Plate | 90 | A platebody a step over iron, riveted from the crypt's own guard. |
| Bonepick | 90 | A pickaxe a step over iron, its head a shard of the ossuary door. |
| Lantern | 40 | Carry it into any run: the party sees a second ring of chambers. |
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