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.
| Difficulty | Difficulty Effect | Requirement | Boss 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.
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
| Dungeon | Levels | Party | Entrance |
|---|---|---|---|
| Ashfield Crypt | 1 – 26 | — | (66, 84) |
| Bandit's Hollow | 1 – 26 | 2+ | (64, 85) |
| Gale Ruins | 1 – 26 | — | (71, 83) |
| Tideforge Caverns | 1 – 26 | 2+ | (78, 80) |
| Tide Vault | 27 – 52 | — | (76, 80) |
| Cave of Embers | 33 – 58 | — | (14, 84) |
| Glimmer Caves | 40 – 65 | — | (63, 80) |
| Warband Crossing | 48 – 73 | 2+ | (63, 81) |
| Iron Fortress | 70 – 95 | — | (79, 84) |
| The Ember Sanctum 🔑 | 73 – 98 | — | (70, 95) |
| The Drowned Vault 🔑 | 83 – 108 | — | (74, 93) |
| Drowned Marsh | 93 – 118 | — | (72, 94) |
| The Chaos Rift 🔑 | 108 – 133 | — | (69, 89) |
| The Crystal Spire 🔑 | 127 – 152 | — | (71, 88) |
| Inner Raygos | 132 – 158 | — | (70, 88) |
| Ember Reliquary | 148 – 178 | 2+ | (39, 67) |
| Shadow Sanctum | 148 – 178 | — | (39, 65) |
| Thunder Barrow | 148 – 178 | — | (28, 63) |
| The Void Sanctum 🔑 | 159 – 191 | — | (40, 65) |
| Charred Hollows | 164 – 197 | — | (30, 80) |
| Crystal Hollows | 180 – 216 | 3+ | (29, 50) |
| Sunfire Temple | 193 – 232 | — | (39, 66) |
| Primal Caverns | 195 – 230 | — | (45, 57) |
| Dread Hollow | 225 – 265 | — | (33, 64) |
| Sunless Reliquary | 248 – 298 | 2+ | (14, 71) |
| Duskfen Reach | 270 – 320 | — | (19, 75) |
| Char Pits | 321 – 385 | — | (15, 77) |
| Stormhold Bastion | 359 – 431 | 3+ | (17, 76) |
| Stormcrag Spire | 360 – 430 | — | (98, 55) |
| Frostfen Hollow | 385 – 450 | — | (32, 74) |
| Forsaken Mine | 400 – 450 | — | (54, 37) |
| Crystal Cavern | 415 – 460 | — | (77, 32) |
| Tomb of Whispers | 430 – 475 | — | (93, 46) |
| Forsaken Keep | 445 – 490 | — | (78, 54) |
| Eclipse Spire | 446 – 535 | 3+ | (78, 7) |
| Storm Spire | 460 – 505 | — | (86, 64) |
| Frostvein Tomb | 470 – 540 | — | (58, 36) |
| Wraithstone Labyrinth | 475 – 520 | — | (79, 30) |
| Void Temple | 490 – 540 | — | (72, 31) |
| Ancient Necropolis | 505 – 555 | — | (93, 35) |
| Abyss Gate | 520 – 565 | — | (83, 62) |
| Inferno Vault | 520 – 615 | — | (84, 39) |
| Nethervault | 535 – 572 | — | (73, 22) |
| Cataclysm Hold | 550 – 580 | — | (64, 20) |
| Obsidian Reach | 560 – 630 | — | (66, 19) |
| Emberdeep Vault | 600 – 720 | 3+ | (52, 13) |
| Sunken Citadel | 600 – 640 | — | (23, 21) |
| Obsidian Den | 620 – 670 | — | (49, 28) |
| Ember Fortress | 650 – 720 | — | (54, 31) |
| The Eternal Dungeon | 700 – 770 | — | (42, 23) |
| Wraithspire Keep | 700 – 780 | — | (31, 25) |
| Dusk Temple | 710 – 790 | — | (37, 9) |
| Glacial Tomb | 790 – 875 | — | (39, 10) |
| Dragon's Roost | 791 – 949 | 4+ | (45, 10) |
| Glacial Reach | 875 – 960 | — | (60, 36) |
| Abyssal Reach | 930 – 1,000 | — | (63, 40) |
| Caldera Ascent 🔑 | 950 – 1,100 | — | (51, 56) |
| Descent into the Expanse 🔑 | 1,227 – 1,472 | — | (31, 69) |
| Starfall Crater | 2,100 – 2,200 | — | (106, 72) |
| The Frozen Choir | 2,280 – 2,380 | — | (124, 87) |
| The Mirror Labyrinth | 2,350 – 2,450 | — | (107, 19) |
| Furnace of Glass | 2,500 – 2,600 | — | (123, 11) |
| The Spine Gate | 2,700 – 2,800 | — | (107, 53) |
| Roof of the World | 2,900 – 3,000 | — | (117, 46) |
The Underworld ☠
| Dungeon | Levels | Party | Entrance |
|---|---|---|---|
| Ashen Hollow | 1,000 – 1,200 | — | (22, 22) |
| Lava Warrens | 1,137 – 1,364 | — | (40, 35) |
| Blighted Depths | 1,182 – 1,418 | — | (18, 55) |
| Crystal Labyrinth | 1,227 – 1,472 | — | (60, 40) |
| The Riven Sanctum | 1,455 – 1,746 | — | (65, 65) |
| Abyssal Forge | 1,700 – 2,000 | — | (48, 48) |
| The Lightless Chapel | 2,750 – 2,900 | — | (81, 73) |
The Sky ☁
| Dungeon | Levels | Party | Entrance |
|---|---|---|---|
| Cloudbreak Warren | 3,000 – 3,500 | — | (34, 40) |
| The Thundering Ascent | 3,500 – 4,000 | — | (34, 50) |
| The Drowned Sky | 4,000 – 4,500 | — | (34, 60) |
| Aetherforge | 4,500 – 5,000 | — | (34, 70) |
| Hall of Fallen Stars | 5,000 – 5,500 | — | (34, 80) |
| The Gilded Ascent | 5,500 – 6,000 | — | (34, 90) |
| The First Hollow | 6,500 – 7,000 | — | (90, 79) |
| Vault of the Starless | 7,500 – 8,000 | — | (104, 79) |
| The Entropy Spiral | 8,500 – 9,000 | — | (90, 91) |
| Gate of the Absolute | 9,500 – 10,000 | — | (104, 91) |
| The First Silence | 10,500 – 11,500 | — | (34, 29) |
| Gallery of Unmade Stars | 12,000 – 13,000 | — | (62, 31) |
| The Pale Meridian | 13,500 – 14,500 | — | (34, 17) |
| Cathedral of the End | 15,000 – 16,000 | — | (76, 19) |
| Antechamber of Forever | 16,500 – 17,500 | — | (34, 5) |
| Crucible of Never | 18,000 – 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.
| Dungeon | Key Required | Levels | Reward Multiplier |
|---|---|---|---|
| The Ember Sanctum | Ember Core | 73 – 98 | ×2.5 |
| The Drowned Vault | Tidal Pearl | 83 – 108 | ×2.5 |
| The Chaos Rift | Chaos Fragment | 108 – 133 | ×3 |
| The Crystal Spire | Arcane Prism | 127 – 152 | ×3 |
| The Void Sanctum | Void Seal | 159 – 191 | ×4 |
| Caldera Ascent | Ignition Crystal | 950 – 1,100 | ×1.25 |
| Descent into the Expanse | Fractured Seal | 1,227 – 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.
| Key | Source Enemies | Drop Chance |
|---|---|---|
| Ember Core | Fire Drake, Fire Elemental, Ancient Dragon | 3 – 5% |
| Tidal Pearl | Sea Serpent, Water Elemental, Corsair | 2 – 4% |
| Chaos Fragment | Chaos Warrior, Death Knight, Dark Knight | 2 – 4% |
| Arcane Prism | Void Stalker, Lich | 3 – 4% |
| Void Seal | Shadow Demon, Vampire Lord, Void Stalker | 2 – 4% |
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.
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.
| Modifier | Rule |
|---|
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:
| Modifier | Rule |
|---|
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
| Name | Level Range | Min Party | Theme |
|---|---|---|---|
| Bandit's Hollow | 1 – 65 | 2+ | Outlaw stronghold, low-level entry point |
| Tideforge Caverns | 1 – 65 | 2+ | Salt-scoured sea caverns, secondary low-tier |
| Ember Reliquary | 110 – 215 | 2+ | Mid-level burning ruins |
| Crystal Hollows | 130 – 265 | 3+ | Echoing crystal caves, demands a trio |
| Eclipse Spire | 400 – 580 | 3+ | End-game challenge tower |
/p chat once you've formed.Sundered Reaches Dungeons
| Dungeon | Island | Entrance | Plays at |
|---|---|---|---|
| Starfall Crater | Starfall Tundra | (106, 72) | 2,100–2,200 |
| The Frozen Choir | Starfall Tundra | (124, 87) | 2,280–2,380 |
| The Mirror Labyrinth | Vitrified Wastes | (107, 19) | 2,350–2,450 |
| Furnace of Glass | Vitrified Wastes | (123, 11) | 2,500–2,600 |
| The Spine Gate | The Worldspine | (107, 53) | 2,700–2,800 |
| Roof of the World | The 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.
| Dungeon | Level | Boss Weapon | Ultimate Piece |
|---|---|---|---|
| Ashfield Crypt | 30 | Frozen Sword (Sword) | Nightvine Lash (Whip) |
| Bandit's Hollow | 30 | Nightvine Lash (Whip) | Nightvine Lash (Whip) |
| Glimmer Caves | 30 | Geodecleaver (Great Sword) | Magma Cleaver (Great Sword) |
| Warband Crossing | 30 | Thunderglass Edge (Crystal Blade) | Ascended Greatsword (Great Sword) |
| Tide Vault | 50 | Glacial Sword (Sword) | Abyss Pike (Spear) |
| Cave of Embers | 65 | Furnace Blade (Sword) | Magma Cleaver (Great Sword) |
| Gale Ruins | 65 | Rime Sword (Sword) | Galewind Bow (Bow) |
| Tideforge Caverns | 65 | Battle Armour (Armour) | Obsidian Cleaver (Great Sword) |
| Iron Fortress | 150 | Ironbrand (Sword) | Ironward Plate (Armour) |
| Drowned Marsh | 165 | Mirefang Trident (Spear) | Drowned Trident (Spear) |
| The Drowned Vault | 165 | Drowned Trident (Spear) | Drowned Carapace (Armour) |
| The Ember Sanctum | 165 | Sanctum Emberblade (Great Axe, Fire) | Sanctum Emberplate (Armour) |
| Inner Raygos | 190 | Mythic Sword (Sword) | Ray Edge (Sword) |
| The Chaos Rift | 190 | Riftsplitter (Dagger, Dark) | Riftshadow Garb (Armour) |
| The Crystal Spire | 190 | Spireshard Focus (Staff, Light) | Spireshard Vestment (Armour) |
| Ember Reliquary | 215 | Reliquary Flame (Staff, Fire) | Reliquary Vestment (Armour) |
| Shadow Sanctum | 215 | Permafrost Blade (Sword) | Shadow Daggers (Dagger) |
| Sunfire Temple | 215 | Death Fang (Dagger) | Solar Halberd (Spear) |
| The Void Sanctum | 215 | Voidcaller Rod (Staff, Dark) | Voidcaller Shroud (Armour) |
| Charred Hollows | 265 | Cinderbrand (Hand Axe) | Char Maul (Hand Axe) |
| Crystal Hollows | 265 | Enchanted Warden Plate (Armour) | Crystal Greatsword (Great Sword) |
| Dread Hollow | 265 | Corrupted Fang (Dagger) | Dread Reaper (Great Sword) |
| Primal Caverns | 265 | Primal Fang (Dagger, Earth) | Primal Hide (Armour) |
| Thunder Barrow | 265 | Barrowthunder Maul (Club, Lightning) | Barrowthunder Aegis (Armour) |
| Sunless Reliquary | 335 | Masterwork Warden Plate (Armour) | Ascended Greatsword (Great Sword) |
| Duskfen Reach | 355 | Gloomedge (Sword) | Twilight Edge (Sword) |
| Char Pits | 450 | Charbrand (Great Axe, Fire) | Charscale Plate (Armour) |
| Frostfen Hollow | 450 | Frostfen Edge (Sword, Water) | Frostfen Plate (Armour) |
| Stormhold Bastion | 450 | Stormhold Pike (Spear, Lightning) | Stormhold Bulwark (Armour) |
| Stormcrag Spire | 500 | Skybreaker Lance (Spear) | Gale Whip (Whip) |
| Tomb of Whispers | 500 | Eternal Flame Sword (Sword) | Tomb Khopesh (Sword) |
| Abyss Gate | 580 | Gatekeeper's Maul (Club, Earth) | Gatekeeper's Aegis (Armour) |
| Ancient Necropolis | 580 | Necropolis Reaper (Great Sword, Dark) | Necropolis Shroud (Armour) |
| Crystal Cavern | 580 | Cavern Prism (Staff, Light) | Cavern Weave (Armour) |
| Eclipse Spire | 580 | Eclipse Rod (Staff, Dark) | Eclipse Vestment (Armour) |
| Forsaken Keep | 580 | Forsaken Halberd (Great Axe) | Forsaken Bulwark (Armour) |
| Forsaken Mine | 580 | Apocalypse Blade (Sword) | Forsaken Pickaxe (Hand Axe) |
| Storm Spire | 580 | Crystalline Blade (Sword) | Gale Whip (Whip) |
| Void Temple | 580 | Void Spear (Spear, Dark) | Void Carapace (Armour) |
| Wraithstone Labyrinth | 580 | Wraithstone Glaive (Spear, Dark) | Wraithstone Shroud (Armour) |
| Inferno Vault | 615 | Abyssal Crystal Sword (Crystal Blade) | Hellfire Greatsword (Great Sword) |
| Frostvein Tomb | 650 | Gravechill Khopesh (Sword) | Tomb Khopesh (Sword) |
| Nethervault | 675 | Wraith Dagger (Dagger) | Nether Reaper (Great Sword) |
| Cataclysm Hold | 705 | Lich Blade (Dagger) | World Cleaver (Great Axe) |
| Obsidian Reach | 705 | Obsidian Reaver (Great Sword) | Obsidian Edge (Sword) |
| Emberdeep Vault | 730 | Mythic Battlemage Plate (Armour) | Magma Cleaver (Great Sword) |
| Ember Fortress | 770 | Emberforge Blade (Sword, Fire) | Emberforge Plate (Armour) |
| Obsidian Den | 770 | Obsidian Edge (Sword) | Obsidian Plate (Armour) |
| Sunken Citadel | 770 | Citadel Saber (Sword, Water) | Citadel Plate (Armour) |
| The Eternal Dungeon | 770 | Doombringer Shiv (Dagger) | Eternal Greatsword (Great Sword) |
| Wraithspire Keep | 770 | Soulrend Scythe (Spear) | Wraith Scythe (Spear) |
| Dusk Temple | 875 | Duskfang (Dagger) | Duskweave Shroud (Armour) |
| Glacial Tomb | 875 | Glacial Cleaver (Great Axe, Water) | Glacial Carapace (Armour) |
| Dragon's Roost | 905 | Dragonroost Talon (Dagger, Fire) | Dragonscale Hauberk (Armour) |
| Glacial Reach | 980 | Rimebite Bow (Bow) | Glacial Bow (Bow) |
| Abyssal Reach | 1,050 | Abyssfang Maw (Hand Axe) | Abyssal Maw (Hand Axe) |
| Caldera Ascent | 1,130 | Eternal Mythic Great Sword (Great Sword) | Eternal Mythic Great Sword (Great Sword) |
| Descent into the Expanse | 1,350 | Celestial Mythic Great Sword (Great Sword) | Celestial Mythic Great Sword (Great Sword) |
| Starfall Crater | 2,093 | Wardenfall, Edge of the Star (Sword, Light) | Starfallen Aegis (Armour) |
| The Frozen Choir | 2,286 | Choirsong Staff (Staff, Water) | Choirwarden's Mantle (Armour) |
| The Mirror Labyrinth | 2,404 | Mirrorshard Fang (Dagger, Light) | Mirrorplate (Armour) |
| Furnace of Glass | 2,575 | The Glassmelter (Staff, Fire) | Glassforged Carapace (Armour) |
| The Spine Gate | 2,744 | Gatebreaker (Great Axe, Lightning) | Gatewarden's Bulwark (Armour) |
| Roof of the World | 2,946 | The 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:
| Difficulty | Points per clear |
|---|---|
| Normal | 1 |
| Hard | 3 |
| Very Hard | 5 |
| Ultimate | 10 |
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.