CrystariaWiki
Crystaria Game Wiki — Learn the Lore & Mechanics
Endgame

Dungeons

Under every innocent-looking dungeon entrance sits a boss who believes it is going to keep its treasure. It is mistaken, and this page explains how to prove it.

Dungeons are instanced combat zones entered through Dungeon Entrance tiles on the world map, marked D. Each dungeon has a recommended level range.

Entering & Navigating

Stand on a Dungeon Entrance tile — a purple Enter Dungeon button appears below the map. Inside, you navigate the dungeon viewport with the 8-direction Compass — a 3×3 D-pad of cardinal and diagonal arrows centred on a compass-rose glyph. Each move steps your character one tile in that direction.

The viewport itself is a 9×9 window onto the dungeon, fog-faded at the edges. Your character pulses softly in the centre. Enemies, bosses, treasure boxes, and the exit all use distinct themed icons (see the legend strip under the map). Raids use the same controls but with a violet-themed compass to match the raid aesthetic.

Dungeon Enemies

Dungeon enemies scale to the level range of the host area — the same range shown on the dungeon entrance's tile panel and on the Normal row of the difficulty selector. Harder difficulties do not raise those levels — every mode fields enemies from the dungeon's own band. What changes is how hard they hit and how much punishment they take (see the difficulty table below). A Lv 200–240 dungeon fields Lv 200–240 enemies on Normal and on Ultimate; the Ultimate ones simply hit about eleven times as hard. Because the level no longer signals the danger, the difficulty picker tells you outright how a run will go for your character — Comfortable, Fair fight, Risky, Dangerous or Deadly, with roughly how many hits you would survive.

Delver’s Edge

Clearing a floor is not a detour. Every lesser enemy you put down in a dungeon adds one stack of Delver’s Edge, and they accumulate to a maximum of 10.

  • +1% damage per stack, up to +10%. It applies from the moment you earn it, and it is still working during the boss fight.
  • +3% EXP and gold from the boss per stack, up to +30%. Floor kills bank that bonus; only the boss pays it out, and killing it spends the whole bank.
  • Stacks fade 10 minutes after your last kill, so keep moving.
  • The bank is yours and belongs to one run: a partymate’s kills do not feed your Edge, and leaving or re-entering the dungeon starts you at zero.

The combat log names the count after every kill, so you can always see where the bank stands.

Dungeon Bosses

Each dungeon contains a Boss — a powerful enemy that must be defeated to complete the dungeon run. Bosses have significantly higher stats than regular dungeon enemies and can drop:

  • Weapons — Standard or Legendary quality (a 60% boss-item roll and a separate, independent 25% Legendary roll — both can pay out on one kill; a few dungeons pay armour rather than a weapon).
  • Boss Materials — Crafting reagents used in high-tier recipes (65% drop chance, 1–2 per kill). The material tier scales with dungeon difficulty — see the table below.

Difficulty Modes

Every dungeon entrance offers four difficulty tiers. Harder difficulties must be unlocked in order by clearing each previous tier's boss first. Your progress is tracked per-dungeon — clearing a dungeon on Hard here does not unlock Very Hard elsewhere.

DifficultyDifficulty EffectRequirementBoss Material Drop
Normal Baseline Always available Dungeon Core (low-level dungeons)
Ancient Shard (mid-level)
Void Relic (high-level)
Hard ▲ ×2.6 damage · ×1.3 health Clear Normal boss Ancient Shard (upgraded from Core)
Void Relic (high-level)
Very Hard ▲▲ ×5.5 damage · ×1.75 health Clear Hard boss Ancient Shard minimum
Void Relic (high-level)
Ultimate ★ ×11 damage · ×2.4 health Clear Very Hard boss Void Crystal — exclusive to Ultimate difficulty

Ultimate dungeons may also feature completely different rare enemies and a unique boss not found on lower difficulties, depending on the dungeon's configuration.

The difficulty selector shows each tier's scaled level range before you commit. If the numbers are red relative to your level, consider farming the tier below first to gear up.
Switching difficulty starts a fresh instance. You cannot resume a Normal run and re-enter on Hard — each difficulty is a separate run.

Dungeon Directory

All 87 dungeons currently open in the realm, freshest data straight from the world itself, ordered by level. Entrances are marked D on the map; 🔑 marks a key-gated Rare Dungeon (see below).

The Overworld

DungeonLevelsPartyEntrance
Ashfield Crypt1 – 26(66, 84)
Bandit's Hollow1 – 262+(64, 85)
Gale Ruins1 – 26(71, 83)
Tideforge Caverns1 – 262+(78, 80)
Tide Vault27 – 52(76, 80)
Cave of Embers33 – 58(14, 84)
Glimmer Caves40 – 65(63, 80)
Warband Crossing48 – 732+(63, 81)
Iron Fortress70 – 95(79, 84)
The Ember Sanctum 🔑73 – 98(70, 95)
The Drowned Vault 🔑83 – 108(74, 93)
Drowned Marsh93 – 118(72, 94)
The Chaos Rift 🔑108 – 133(69, 89)
The Crystal Spire 🔑127 – 152(71, 88)
Inner Raygos132 – 158(70, 88)
Ember Reliquary148 – 1782+(39, 67)
Shadow Sanctum148 – 178(39, 65)
Thunder Barrow148 – 178(28, 63)
The Void Sanctum 🔑159 – 191(40, 65)
Charred Hollows164 – 197(30, 80)
Crystal Hollows180 – 2163+(29, 50)
Sunfire Temple193 – 232(39, 66)
Primal Caverns195 – 230(45, 57)
Dread Hollow225 – 265(33, 64)
Sunless Reliquary248 – 2982+(14, 71)
Duskfen Reach270 – 320(19, 75)
Char Pits321 – 385(15, 77)
Stormhold Bastion359 – 4313+(17, 76)
Stormcrag Spire360 – 430(98, 55)
Frostfen Hollow385 – 450(32, 74)
Forsaken Mine400 – 450(54, 37)
Crystal Cavern415 – 460(77, 32)
Tomb of Whispers430 – 475(93, 46)
Forsaken Keep445 – 490(78, 54)
Eclipse Spire446 – 5353+(78, 7)
Storm Spire460 – 505(86, 64)
Frostvein Tomb470 – 540(58, 36)
Wraithstone Labyrinth475 – 520(79, 30)
Void Temple490 – 540(72, 31)
Ancient Necropolis505 – 555(93, 35)
Abyss Gate520 – 565(83, 62)
Inferno Vault520 – 615(84, 39)
Nethervault535 – 572(73, 22)
Cataclysm Hold550 – 580(64, 20)
Obsidian Reach560 – 630(66, 19)
Emberdeep Vault600 – 7203+(52, 13)
Sunken Citadel600 – 640(23, 21)
Obsidian Den620 – 670(49, 28)
Ember Fortress650 – 720(54, 31)
The Eternal Dungeon700 – 770(42, 23)
Wraithspire Keep700 – 780(31, 25)
Dusk Temple710 – 790(37, 9)
Glacial Tomb790 – 875(39, 10)
Dragon's Roost791 – 9494+(45, 10)
Glacial Reach875 – 960(60, 36)
Abyssal Reach930 – 1,000(63, 40)
Caldera Ascent 🔑950 – 1,100(51, 56)
Descent into the Expanse 🔑1,227 – 1,472(31, 69)
Starfall Crater2,100 – 2,200(106, 72)
The Frozen Choir2,280 – 2,380(124, 87)
The Mirror Labyrinth2,350 – 2,450(107, 19)
Furnace of Glass2,500 – 2,600(123, 11)
The Spine Gate2,700 – 2,800(107, 53)
Roof of the World2,900 – 3,000(117, 46)

The Underworld ☠

DungeonLevelsPartyEntrance
Ashen Hollow1,000 – 1,200(22, 22)
Lava Warrens1,137 – 1,364(40, 35)
Blighted Depths1,182 – 1,418(18, 55)
Crystal Labyrinth1,227 – 1,472(60, 40)
The Riven Sanctum1,455 – 1,746(65, 65)
Abyssal Forge1,700 – 2,000(48, 48)
The Lightless Chapel2,750 – 2,900(81, 73)

The Sky ☁

DungeonLevelsPartyEntrance
Cloudbreak Warren3,000 – 3,500(34, 40)
The Thundering Ascent3,500 – 4,000(34, 50)
The Drowned Sky4,000 – 4,500(34, 60)
Aetherforge4,500 – 5,000(34, 70)
Hall of Fallen Stars5,000 – 5,500(34, 80)
The Gilded Ascent5,500 – 6,000(34, 90)
The First Hollow6,500 – 7,000(90, 79)
Vault of the Starless7,500 – 8,000(104, 79)
The Entropy Spiral8,500 – 9,000(90, 91)
Gate of the Absolute9,500 – 10,000(104, 91)
The First Silence10,500 – 11,500(34, 29)
Gallery of Unmade Stars12,000 – 13,000(62, 31)
The Pale Meridian13,500 – 14,500(34, 17)
Cathedral of the End15,000 – 16,000(76, 19)
Antechamber of Forever16,500 – 17,500(34, 5)
Crucible of Never18,000 – 19,000(90, 7)

Rare Dungeons

A handful of dungeons hide behind locked gates that only open to a specific Key item — and they pay for the trouble: boosted EXP and gold on every kill inside. Keys drop from powerful enemies; when one falls into your bag, keep it.

DungeonKey RequiredLevelsReward Multiplier
The Ember SanctumEmber Core73 – 98×2.5
The Drowned VaultTidal Pearl83 – 108×2.5
The Chaos RiftChaos Fragment108 – 133×3
The Crystal SpireArcane Prism127 – 152×3
The Void SanctumVoid Seal159 – 191×4
Caldera AscentIgnition Crystal950 – 1,100×1.25
Descent into the ExpanseFractured Seal1,227 – 1,472×1.4

Obtaining Keys

Keys drop rarely from specific overworld enemies. You can hold a maximum of 5 of each key. Each key is consumed on dungeon entry — you need a fresh key for every run.

KeySource EnemiesDrop Chance
Ember CoreFire Drake, Fire Elemental, Ancient Dragon3 – 5%
Tidal PearlSea Serpent, Water Elemental, Corsair2 – 4%
Chaos FragmentChaos Warrior, Death Knight, Dark Knight2 – 4%
Arcane PrismVoid Stalker, Lich3 – 4%
Void SealShadow Demon, Vampire Lord, Void Stalker2 – 4%
Keys show in your inventory alongside normal items. If a key drops during combat, a purple notification appears in the combat log. The dungeon selector will show the key requirement — and a warning if you lack one — before you commit to entering.

Leaving a Dungeon

You can exit a dungeon at any time using the Exit Dungeon option. You will return to the entrance tile on the world map.

Dungeons are the primary source of boss materials needed for end-game crafting. Run them regularly once you are strong enough.

Dungeon Modifiers

Every run rolls one modifier when the instance is created — or none, which is the most common roll. A modifier changes the monsters, the ground or the rewards for that whole run, and shows as a badge beside the dungeon’s name with its rule written underneath.

ModifierRule

Dungeons whose level band tops 500 also roll six deeper modifiers. A plain run drops from about two in five to under a third down there:

ModifierRule

Your roll sticks

The modifier you rolled is remembered per dungeon and reused if you walk out and back in — switching difficulty does not re-roll it either. It is released when you do one of three things:

  • Kill the boss — the honest ending. Your next run there rolls fresh.
  • Walk or teleport out without the boss — the roll is downgraded to none, and you get plain runs of that dungeon for the next 1 hour. A real modifier you keep going back to lasts up to 12 hours before it lapses on its own.
  • Die — the roll is simply cleared. Death already costs you; it neither preserves a good modifier nor punishes you twice.

Old Evils — the dungeon rares

Roughly one instance in 40 replaces an ordinary spawn with a named rare — the Old Evil modifier makes it certain. Six of them stalk the dungeons by depth: Gravekeeper Ilmoth from level 1, The Hollow Choir from 300, Vessel of the First Dark from 700, The Sunken Magistrate from 1,000, Maw of the Deep Vault from 1,400 and The Unmade King from 2,500. Each carries about two and a half times the stats of its floor-mates, pays four times the EXP and gold, and shows as a gold ☠ on the map and in the legend beneath it. Every kill drops one or two Mastercraft precursors and, 12% of the time, a Schematic; ordinary dungeon bosses from level 700 carry a 3% schematic chance of their own. See Crafting → Mastercraft Assembly for what those are worth.

Treasure

Each instance also seeds treasure boxes — about one for every four rooms, never fewer than one — marked ✶ on the map. Step onto one to loot it.

Party Dungeons

A handful of dungeons across the realm are marked as Party Dungeons. They appear on the world map with a P badge instead of the standard purple D, and they require a party of at least 2–4 active members (the entrance tile tells you exactly how many) before the door will open.

Stepping onto a Party Dungeon tile shows you a live readiness check — "✓ Party ready — 2 active members" when the door is open, or "⚜ Party Dungeon — requires 2+ active members" in purple when it isn't. The Enter Dungeon button is greyed out until your party meets the requirement.

Shared Instances

Unlike regular dungeons (which are private to each player), a Party Dungeon is a shared instance. The first member through the door creates the run; every subsequent member who clicks Enter at the same tile and the same difficulty joins the same dungeon. Same grid, same enemies, same boss. Leaving the run only removes you — your partymates keep playing the room you helped clear.

Tougher By Design

Party Dungeons are tuned for cooperative play, so expect:

  • ~50% more enemies per room — rooms that field 3–4 in a solo dungeon will field 5–6 in a Party Dungeon of the same size.
  • +50% tougher boss stats — the boss's already-2× multiplier becomes 3×, so a duo can't push the boss over without coordination.
  • Higher EXP / gold reward on the boss to match the difficulty bump.
  • A built-in 1.2×–1.5× reward multiplier on top of the base reward, so a successful party run pays out distinctly better than a solo run of the same level.

Party Bonuses Inside The Dungeon

The Phase 2 +10% party EXP & gold bonus that fires on the overworld now also fires inside dungeons whenever partymates are sharing the same instance. The reward is split evenly between everyone inside (duo nets ~55% each, trio ~36.7%, quad ~27.5%), with the boss EXP scaled up further by the boss's stat multiplier.

Boss material drops are shared with the party. When the killing blow lands on the boss, every partymate currently inside the instance also receives a copy of the crafting material (Dungeon Core / Ancient Shard / Void Relic / Void Crystal) and gets their collect-quest counters ticked. A purple line in the combat log lists who received a share so you know it landed.

The Ten Party Dungeons

NameLevel RangeMin PartyTheme
Bandit's Hollow1 – 652+Outlaw stronghold, low-level entry point
Tideforge Caverns1 – 652+Salt-scoured sea caverns, secondary low-tier
Ember Reliquary110 – 2152+Mid-level burning ruins
Crystal Hollows130 – 2653+Echoing crystal caves, demands a trio
Eclipse Spire400 – 5803+End-game challenge tower
Party Dungeons are ideal for the moment two friends both hit Lv 25 or 100 and want something to do together. Use Social ▾ ⚑ Find Group to advertise an open Party Dungeon notice, or post in /p chat once you've formed.

Sundered Reaches Dungeons

DungeonIslandEntrancePlays at
Starfall CraterStarfall Tundra(106, 72)2,100–2,200
The Frozen ChoirStarfall Tundra(124, 87)2,280–2,380
The Mirror LabyrinthVitrified Wastes(107, 19)2,350–2,450
Furnace of GlassVitrified Wastes(123, 11)2,500–2,600
The Spine GateThe Worldspine(107, 53)2,700–2,800
Roof of the WorldThe Worldspine(117, 46)2,900–3,000

The party roster has also grown — alongside the original five, the realm now fields Warband Crossing (2+), Sunless Reliquary (2+), Stormhold Bastion (3+), Emberdeep Vault (3+) and Dragon's Roost (4+ — the realm's first full-party door).

Signature Sets

Every dungeon boss guards its own signature 2-piece set: a boss weapon from the encounter, and an ultimate piece from clearing it fully. Each is bespoke to its dungeon and drops nowhere else. Higher-level dungeons carry stronger sets.

DungeonLevelBoss WeaponUltimate Piece
Ashfield Crypt30Frozen Sword (Sword)Nightvine Lash (Whip)
Bandit's Hollow30Nightvine Lash (Whip)Nightvine Lash (Whip)
Glimmer Caves30Geodecleaver (Great Sword)Magma Cleaver (Great Sword)
Warband Crossing30Thunderglass Edge (Crystal Blade)Ascended Greatsword (Great Sword)
Tide Vault50Glacial Sword (Sword)Abyss Pike (Spear)
Cave of Embers65Furnace Blade (Sword)Magma Cleaver (Great Sword)
Gale Ruins65Rime Sword (Sword)Galewind Bow (Bow)
Tideforge Caverns65Battle Armour (Armour)Obsidian Cleaver (Great Sword)
Iron Fortress150Ironbrand (Sword)Ironward Plate (Armour)
Drowned Marsh165Mirefang Trident (Spear)Drowned Trident (Spear)
The Drowned Vault165Drowned Trident (Spear)Drowned Carapace (Armour)
The Ember Sanctum165Sanctum Emberblade (Great Axe, Fire)Sanctum Emberplate (Armour)
Inner Raygos190Mythic Sword (Sword)Ray Edge (Sword)
The Chaos Rift190Riftsplitter (Dagger, Dark)Riftshadow Garb (Armour)
The Crystal Spire190Spireshard Focus (Staff, Light)Spireshard Vestment (Armour)
Ember Reliquary215Reliquary Flame (Staff, Fire)Reliquary Vestment (Armour)
Shadow Sanctum215Permafrost Blade (Sword)Shadow Daggers (Dagger)
Sunfire Temple215Death Fang (Dagger)Solar Halberd (Spear)
The Void Sanctum215Voidcaller Rod (Staff, Dark)Voidcaller Shroud (Armour)
Charred Hollows265Cinderbrand (Hand Axe)Char Maul (Hand Axe)
Crystal Hollows265Enchanted Warden Plate (Armour)Crystal Greatsword (Great Sword)
Dread Hollow265Corrupted Fang (Dagger)Dread Reaper (Great Sword)
Primal Caverns265Primal Fang (Dagger, Earth)Primal Hide (Armour)
Thunder Barrow265Barrowthunder Maul (Club, Lightning)Barrowthunder Aegis (Armour)
Sunless Reliquary335Masterwork Warden Plate (Armour)Ascended Greatsword (Great Sword)
Duskfen Reach355Gloomedge (Sword)Twilight Edge (Sword)
Char Pits450Charbrand (Great Axe, Fire)Charscale Plate (Armour)
Frostfen Hollow450Frostfen Edge (Sword, Water)Frostfen Plate (Armour)
Stormhold Bastion450Stormhold Pike (Spear, Lightning)Stormhold Bulwark (Armour)
Stormcrag Spire500Skybreaker Lance (Spear)Gale Whip (Whip)
Tomb of Whispers500Eternal Flame Sword (Sword)Tomb Khopesh (Sword)
Abyss Gate580Gatekeeper's Maul (Club, Earth)Gatekeeper's Aegis (Armour)
Ancient Necropolis580Necropolis Reaper (Great Sword, Dark)Necropolis Shroud (Armour)
Crystal Cavern580Cavern Prism (Staff, Light)Cavern Weave (Armour)
Eclipse Spire580Eclipse Rod (Staff, Dark)Eclipse Vestment (Armour)
Forsaken Keep580Forsaken Halberd (Great Axe)Forsaken Bulwark (Armour)
Forsaken Mine580Apocalypse Blade (Sword)Forsaken Pickaxe (Hand Axe)
Storm Spire580Crystalline Blade (Sword)Gale Whip (Whip)
Void Temple580Void Spear (Spear, Dark)Void Carapace (Armour)
Wraithstone Labyrinth580Wraithstone Glaive (Spear, Dark)Wraithstone Shroud (Armour)
Inferno Vault615Abyssal Crystal Sword (Crystal Blade)Hellfire Greatsword (Great Sword)
Frostvein Tomb650Gravechill Khopesh (Sword)Tomb Khopesh (Sword)
Nethervault675Wraith Dagger (Dagger)Nether Reaper (Great Sword)
Cataclysm Hold705Lich Blade (Dagger)World Cleaver (Great Axe)
Obsidian Reach705Obsidian Reaver (Great Sword)Obsidian Edge (Sword)
Emberdeep Vault730Mythic Battlemage Plate (Armour)Magma Cleaver (Great Sword)
Ember Fortress770Emberforge Blade (Sword, Fire)Emberforge Plate (Armour)
Obsidian Den770Obsidian Edge (Sword)Obsidian Plate (Armour)
Sunken Citadel770Citadel Saber (Sword, Water)Citadel Plate (Armour)
The Eternal Dungeon770Doombringer Shiv (Dagger)Eternal Greatsword (Great Sword)
Wraithspire Keep770Soulrend Scythe (Spear)Wraith Scythe (Spear)
Dusk Temple875Duskfang (Dagger)Duskweave Shroud (Armour)
Glacial Tomb875Glacial Cleaver (Great Axe, Water)Glacial Carapace (Armour)
Dragon's Roost905Dragonroost Talon (Dagger, Fire)Dragonscale Hauberk (Armour)
Glacial Reach980Rimebite Bow (Bow)Glacial Bow (Bow)
Abyssal Reach1,050Abyssfang Maw (Hand Axe)Abyssal Maw (Hand Axe)
Caldera Ascent1,130Eternal Mythic Great Sword (Great Sword)Eternal Mythic Great Sword (Great Sword)
Descent into the Expanse1,350Celestial Mythic Great Sword (Great Sword)Celestial Mythic Great Sword (Great Sword)
Starfall Crater2,093Wardenfall, Edge of the Star (Sword, Light)Starfallen Aegis (Armour)
The Frozen Choir2,286Choirsong Staff (Staff, Water)Choirwarden's Mantle (Armour)
The Mirror Labyrinth2,404Mirrorshard Fang (Dagger, Light)Mirrorplate (Armour)
Furnace of Glass2,575The Glassmelter (Staff, Fire)Glassforged Carapace (Armour)
The Spine Gate2,744Gatebreaker (Great Axe, Lightning)Gatewarden's Bulwark (Armour)
Roof of the World2,946The Roofbeam (Great Sword, Light)Mantle of the Roof (Armour)

Violet names are Unique-tier set pieces. Generated from live drop tables on 14 July 2026.

The Delvers’ Ledger

The Delvers’ Ledger (Character menu) answers “how far has this character delved?”. It lists every dungeon in every world — Overworld, Sky and Underworld — with its entrance coordinates, its enemies and their strengths and weaknesses, and which difficulties you have cleared. Each clear is worth points by difficulty:

DifficultyPoints per clear
Normal1
Hard3
Very Hard5
Ultimate10

Sweeping every tier of one dungeon is worth 19. The Ledger is prestige only by design — no EXP, gold or drop bonus rides on it, because the Armory already pays those lanes at their caps.

Last edited by Arkius on 8 Sep 2026 · history