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:
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| Rarity | Common | Common | Common | Common | Common | Rare | Rare | Rare | Boss |
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):
| Stat | Special 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):
| Stat | Boss multiplier | Effect |
|---|---|---|
| HP | ×1.1 | +10% health |
| Damage | ×1.05 | +5% hit |
| Attack Rating | ×1.05 | slightly better accuracy |
| Defense Rating | ×1.05 | slightly harder to hit |
| Attack interval | ×0.94 | attacks ~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 multiplier beyond the ×4 the
special rarity already grants.
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 plus a chance at a Scroll of Amnesia.
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
| Dungeon rank | Base fee | With Dungeon Pass at cap (−75%) |
|---|---|---|
| 10 | 1,500 g | 375 g |
| 25 | 3,000 g | 750 g |
| 50 | 5,500 g | 1,375 g |
| 75 | 8,000 g | 2,000 g |
| 100 | 10,500 g | 2,625 g |
Richer drops inside
Two dungeon bonuses stack on every kill’s loot roll:
| Bonus | Value | Constant |
|---|---|---|
| Drop-chance multiplier | ×1.5 | DUNGEON_ITEM_DROP_CHANCE_MULTIPLIER |
| Magic-find bonus (added to your MF) | +1.5 | DUNGEON_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. Combined with the boss’s ×4 special drop-chance, the encounter-9 kill is the single richest roll in the run.
Scroll of Amnesia on repeats
On repeat boss clears only (never the first clear), the boss has a 2% chance to drop a Scroll
of Amnesia (SCROLL_OF_AMNESIA_BOSS_DROP_CHANCE = 0.02). Expected haul is one scroll per 50
repeat clears on average.
Worked example — a repeat clear at rank 50
You re-enter a rank-50 dungeon (no Dungeon Pass):
- Pay 5,500 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: −5,500 g — repeat runs are a loot activity, not an income one.
- Scroll of Amnesia: 0.02 expected (2% from the boss) → ~1 scroll every 50 runs.
- Loot: nine kills at ×1.5 drop chance and +1.5 MF, with the boss at ×4 special drop-chance.
The takeaway for min-maxers: farm repeat dungeons for gear and scrolls, 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 dungeon | Echoed dungeon | |
|---|---|---|
| Entry fee | 500 + rank × 100, Dungeon-Pass-discountable | Flat 250,000 g (regional) / 500,000 g (Dark Citadel finale) |
| Dungeon Pass discount | Yes | No |
| Attempts | Unlimited (re-enter freely) | One attempt — items consumed regardless of outcome |
| Extra cost | — | Consumes the region Key (or 4 Organs) |
| Enemy level | Dungeon tile’s own rank | Fixed 125 (regional) / 150 (finale) |
| Drops | Capped at hero max level | Capped at hero max level, plus a guaranteed Organ / Pendant |
See also
- World Map — where dungeon tiles sit and how they gate regions.
- Loot & Drops — drop-chance, magic find, and rarity rolls.
- Echo Ascension — echoed dungeons, Keys, Organs, and Pendants.
- Exploration Skills — the Dungeon Pass entry-fee discount.