Dungeons

The one-per-region boss run — nine encounters, the entry fee, boss modifiers, and its richer drops.

On this page

Every region has exactly one dungeon tile. Clearing it the first time opens the next region, so the dungeon is the gate on the world map. Each entry costs gold and runs a fixed nine-encounter gauntlet that ends on a boss. Drops inside are richer than open-world tiles, but no gold changes hands inside the run — see below.

This page is about the normal dungeon. A separate, far more expensive echoed dungeon exists — jump to Normal vs. echoed or the Echo Ascension page.

The nine-encounter run

A dungeon run is a fixed sequence of nine spawns — no early clears, no random length:

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RarityCommonCommonCommonCommonCommonRareRareRareBoss

That is 5 common → 3 rare → 1 boss (the boss is a special-rarity enemy). Killing the boss on encounter 9 completes the run. The whole sequence uses the dungeon tile’s own difficulty rank for enemy level, so a higher-region dungeon spawns higher-level foes across all nine.

First clear must be earned in active play. Idle and offline progress can farm an already-cleared dungeon, but they can never first-clear one — the boss is held at the “approach” prompt until you click Start Fight. Close the game or leave mid-run and a first-clear attempt is abandoned.

Boss stat modifiers

The boss is a special enemy, so it first inherits the full special-rarity scaling, then the dungeon layer multiplies its combat stats on top. Both layers stack multiplicatively.

Special-rarity base (every boss and every open-world champion carries this):

StatSpecial multiplier
HP×3
Damage×1.6
Attack Rating×1.4
Defense Rating×1.4
XP reward×4
Gold reward×4 (not paid inside a dungeon — see below)
Drop-chance×4
Resistance bonus+0.06 flat

Dungeon boss layer (applied only to the encounter-9 boss, on top of the special base):

StatBoss multiplierEffect
HP×1.1+10% health
Damage×1.05+5% hit
Attack Rating×1.05slightly better accuracy
Defense Rating×1.05slightly harder to hit
Attack interval×0.94attacks ~6% faster

So a dungeon boss’s effective HP is base × 3 × 1.1 = 3.3× a same-level common, and it swings on a base × 0.94 interval. There is no dungeon-specific XP or gold bonus beyond the ×4 the special rarity already grants (a repeat run even pays less XP, see below).

No gold inside the dungeon

Per-enemy gold is skipped for the entire run — every one of the nine kills, boss included, pays zero gold. The only gold a dungeon ever hands you is the one-time first-clear reward:

firstClearGold = 800 + difficultyRank × 40

On top of that, a first clear also grants a guaranteed rare gear reward (rolled from the region’s tier cap, 3 affixes) and a chunk of XP. Repeat clears give none of this — no gold, no guaranteed item — only whatever the nine kills drop.

Once you have cleared a dungeon, every later run of it pays 60% of the usual XP for each of its nine kills, boss included (DUNGEON_REPEAT_XP_MULTIPLIER); the run that clears it the first time and echoed runs pay full XP.

Entry fee

Entering charges a gold fee up front, gated behind a confirmation prompt:

entryFee = max(1, floor( (500 + difficultyRank × 100) × dungeonPassMultiplier ))

The Dungeon Pass exploration skill (dungeonEntryCost) is the only discount. It scales linearly to a −75% cap at skill level 100:

dungeonPassMultiplier = 1 − 0.75 × min(level, 100) / 100

Note the Dungeon Pass discount applies only to normal dungeon entries — it does not touch echoed dungeon fees.

Fee table

The five dungeons and what they charge. The rank is also the level every enemy in the run fights at, boss included.

DungeonRankBossBase feeWith Dungeon Pass at cap (−75%)
Scorchvault Sanctum (Parched Grasslands)23Aridon2,800 g700 g
Hexdepth Reliquary (Cursed Swamp)45Malach5,000 g1,250 g
Pyreheart Crucible (Scorched Foothills)65Pyrrhus7,000 g1,750 g
Worldsplit Depths (Shattered Mountains)85Garran9,000 g2,250 g
Throne of Endless Night (Dark Citadel)105Theron11,000 g2,750 g

First-clear gold follows the same rank: 1,720 / 2,600 / 3,400 / 4,200 / 5,000 g.

Theron fights in two phases (here and as Echoed Theron in Echo Ascension). Until half his HP he fights as himself: physical damage plus one element. At 50% his echo tears free: from then on every landed hit adds fire, cold, lightning and poison on top of the physical hit, 25% of the raw roll each, and each element can put its status on you (ignite 10%, stun and freeze by his swing speed like any enemy’s, see Elements & Status Effects, poison always). His HP bar runs one full bar per phase with two life orbs; total HP is unchanged.

Richer drops inside

Two dungeon bonuses stack on every kill’s loot roll:

BonusValueConstant
Drop-chance multiplier×1.5DUNGEON_ITEM_DROP_CHANCE_MULTIPLIER
Magic-find bonus (added to your MF)+1.5DUNGEON_MAGIC_FIND_BONUS

The drop-chance factor multiplies each item’s roll chance (clamped to 100%), and the +1.5 magic find is added to your own magic find when rolling rarity — so dungeon loot both drops more often and rolls rarer. The three rares and the boss each roll a second item entry at half the chance, like every rare and special (6% + 3% inside a dungeon).

Worked example — a repeat clear of the Hexdepth Reliquary

You re-enter the Cursed Swamp dungeon (rank 45, no Dungeon Pass):

  • Pay 5,000 g entry fee.
  • Gold from the nine kills: 0 (dungeons pay no per-enemy gold).
  • Gold from clearing: 0 (first-clear reward is one-time only).
  • Net gold: −5,000 g — repeat runs are a loot activity, not an income one.
  • Loot: nine kills at ×1.5 drop chance and +1.5 MF; the three rares and the boss roll a second item entry.

The takeaway for min-maxers: farm repeat dungeons for gear, never for gold. Level the Dungeon Pass to soften the recurring fee.

Normal vs. echoed

The echoed dungeon is a completely separate mode flagged by dungeonRun.isEchoed, covered on the Echo Ascension page. Key differences:

Normal dungeonEchoed dungeon
Entry fee500 + rank × 100, Dungeon-Pass-discountableFlat 250,000 g (regional) / 500,000 g (Dark Citadel finale)
Dungeon Pass discountYesNo
AttemptsUnlimited (re-enter freely)One attempt — items consumed regardless of outcome
Extra cost—Consumes the region Key (or 4 Organs)
Enemy levelDungeon tile’s own rankFixed 150 (regional) / 200 (finale)
Trashthe dungeon’s level, nothing extra×6 HP / ×0.5 damage (the endgame enemy formula)
Boss×1.1 HP / ×1.05 damage over a special×6 / ×0.5, then ×1.1 / ×1.05 on top: ×6.6 HP / ×0.525 damage over a special
Your resistancesUntouched−50% (regional) / −100% (finale) for the whole run
DropsCapped at hero max levelCapped at hero max level, plus a guaranteed Organ / Pendant

See also