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Dungeons

Venture into the Unknown where great Risk and great Rewards await

Dungeons are instanced environments which can be challenged by a Hero and offer unique encounters, loot and one or more Boss fights. Once a Hero enters a Dungeon, he is cut off from the outside world until he leaves it. Most Dungeon entries consume 1 entry potion - cave Dungeons (e.g. Hallow Maw, Abandoned Mineworks) require a Nightvision Potion, while shrine Dungeons (e.g. the Withered Shrine) require a Warding Potion. The Trial of the Void is the exception - it needs no potion and is gated by your Temple of Axomamma Reputation instead.

While the Dungeon Layout is always fixed for each Dungeon (e.g. Hallow Maw), the Sections are randomly generated for each Hero individually and regenerated after the weekly Reset.

Dungeons & their Bosses

There are currently four Dungeons. Each has its own theme, entry requirement and Boss line-up. A Dungeon's bosses are placed at random points in the layout each week — you'll meet all of a Dungeon's bosses on the way to clearing it, not just a final one.

Dungeon
Entry
Bosses

Hallow Maw

2 bosses: Rattleguard Brukk (Lv 5) and Mirelith the Tethered (Lv 6)

Abandoned Mineworks

1 boss: Slime King (Lv 4)

Withered Shrine

Shrine — Warding Potion

1 boss: The Forsaken Curator (Lv 4)

Trial of the Void

No potion — Trusted+ Temple of Axomamma Reputation

2 bosses: Mysterious Shade (Lv 4) and Mysterious Shade (Lv 6)

Example Layout of a Dungeon
Potential Sections of a newly generated Dungeon (first example)
Potential Sections of a newly generated Dungeon (second example)

Trial of the Void

The Trial of the Void is a special Dungeon behind the Ancient Gateway at the Temple of Axomamma. It plays by a stricter set of rules than the other Dungeons:

  • Reputation-gated entry, no potion. Instead of an entry potion, you must reach at least Trusted Reputation with the Temple of Axomamma. Speak to the Temple Guard at the Ancient Gateway and choose Enter Ancient Gateway to open the entry screen. As with other Dungeons you get 3 free attempts per week, after which extra attempts cost $TATO.

  • One shared, account-wide run. Unlike the per-Hero Dungeons, the Trial of the Void is a single account-wide instance shared across your whole account — the run belongs to the account, not an individual Hero, and only the Hero who entered can act inside it.

  • Reputation gates inside. Progress is blocked by guarded rooms where a Temple Gatekeeper turns you back until your Temple of Axomamma Reputation reaches the required tier (Admired, then Revered). Build your standing to push deeper.

  • No side rooms. There are no Altars, Healing Wells, Treasure Chests or Traps here — only fixed encounters, the reputation gates and the two bosses.

  • High stakes. Ordinary encounters grant no loot and no XP, and the two Mysterious Shade bosses (Lv 4 and Lv 6) drop only their own loot — no Reputation is awarded anywhere in the Trial. Most importantly, any lost fight immediately ends the run — there is no retreating to the previous section as in other Dungeons.

How to start a dungeon run (step by step)

  1. Make sure the Hero you want to send in is your currently selected Hero on the map - the Dungeon always uses your active Hero. If none is selected, the entry screen shows "Select a Hero to enter the dungeon."

  2. Carry the correct entry potion in your Backpack: a Nightvision Potion for cave Dungeons (e.g. Hallow Maw, Abandoned Mineworks) or a Warding Potion for shrine Dungeons (e.g. the Withered Shrine). Each entry consumes 1 potion.

  3. On the World Map, click the Dungeon's area marker (e.g. Hallow Maw) to open its entry screen. The panel shows your Free attempts left this week, the Resets in countdown and the Entry Cost (the potion above).

  4. Prepare your Adventurers Kit in the entry screen. Use the + / - buttons on each row to pick how many Stamina Potions and Health Potions to bring, up to the shown kit limit. The Adventurers Kit replaces your Backpack inside; any unused items are returned when the attempt ends.

  5. Press Enter Dungeon. This deducts one attempt (or, once your free attempts are used up, the extra-attempt fee) and drops your Hero into the Entrance section.

  6. Navigate the Dungeon by clicking the glowing tunnel openings at the edges of the room to move into adjacent sections. You must clear the current section before moving on ("Clear this section before moving on.") - at an Altar you don't have to Pray and at a Healing Well you don't have to heal, so you can step off either without using it. A tunnel glows red and is blocked if your Hero is too low on Stamina to face a possible Encounter.

  7. If you have a staked Cartographer's Bag, open the Minimap to track explored sections. On mobile tap the map button (Show map / Hide map) in the bottom-right; higher tiers reveal more and let you fast-travel by clicking cleared sections.

  8. At an Altar, press Pray to gain +5 to a random Stat your Hero doesn't already have buffed (lasts until the weekly Reset). Praying is optional, but you must at least reach every Altar to clear the Dungeon — you can't route around one (see below). At a Healing Well you can fully clear your Hero's Injury for free — no matter how many stacks it carries — but each Well is single-use.

  9. To finish, either press Back to Map to step out of the view while keeping your Hero inside the run (you can resume later), or press Forfeit Attempt and confirm Leave Dungeon to end the attempt. From the Entrance section you can also leave via its bottom tunnel. Clearing every section shows Dungeon Cleared!.

Dungeon Sections are home to various Encounters and Bosses, but can also contain other Events:

  • Healing Well: Fully clears a Hero's Injury (all stacks) for free. Single-use — once used, that Well is spent.

  • Altar: Grants a flat +5 to a random Stat the Hero doesn't already have buffed (up to all six Stats). Altar Buffs do not stack and last until the weekly Reset. You must visit every Altar to clear a Dungeon — you can't skip past one — but Praying itself stays optional, so you may leave without taking the buff. Once you've reached an Altar it stays credited for the rest of the week: if you forfeit or fall and re-enter, you won't have to detour back to it (just like Encounters you've already cleared). Healing Wells and Traps, by contrast, can be routed around entirely.

  • Treasure Chests: Contain valuable Loot (rolled as small or large)

  • Trap: Has a Chance to injure your Hero

  • ???

Hallow Maw can also drop rare epic weapon Blueprints — from its two bosses (Rattleguard Brukk and Mirelith the Tethered) and from its treasure chests (a large chest has a better chance than a small one). Each Blueprint unlocks crafting of one epic weapon at its craftsman.

Every Hero has limited capacity to challenge a Dungeon every week, which is 3 attempts - any further attempt has a $TATO cost associated. Once a Hero enters the Dungeon, an attempt is deducted. The attempt is over if:

  • The weekly Reset hits

  • The Hero leaves (forfeits) the Dungeon

Adventurers Kit

Adventurers Kit replaces the Backpack in a Dungeon and can only carry a few items.

A Hero can bring a limited number of Consumables into the Dungeon - currently Stamina Potions and Health Potions - and can refill those Consumables between attempts. Any unused items are returned when the attempt closes.

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