Dungeons
Instanced group dungeons, the level they hold you at, the deaths a run allows, the progress a leader keeps, and the two dungeons open now.
A dungeon is a place a party goes into together. Each party that goes in gets its own copy of every room, door and trap, so two parties never meet inside and never take each other's kills. Anyone outside the party is kept out.
Two dungeons are open: the Drowned Barrow under the Aurin Swamps and the Knucklebone Crypt under the Aurin Cemetery. Both are described below. This page covers the rules they share; it does not give away their puzzles.
Going in#
The way in is an ordinary exit from a room outside, and only the leader of a group can open it. The members who count are the players, heroes and henchmen of the leader's group standing in that room. Both dungeons ask for at least five of them, with no upper limit, and everyone standing there goes in together. Nobody can go in while fighting, and the leader cannot open the way while another player of the party is in a fight.
Once a run is open, a member who died or stepped outside can walk back in alone, as long as they are still in the leader's group. The way in for anyone else stays shut.
The Muster in Aurin can find you a party. Put your name in Ilsa Brandt's book
in the Muster Hall, west off Sunward Avenue, with muster join <goal> as
<role>; a dungeon party it makes is always five, one tank, one healer and
three more. help muster explains the roles.
Fighting at the dungeon's level#
Every dungeon has a level. A character above it fights at that level while
inside: health, spell points and endurance are worked out again for that
level, any ability learned above it cannot be used, and gear is held to what
that level could find. Each bar keeps the share it stood at, so going in or
out heals nothing and costs nothing. Everything comes back the moment you
leave, by any way, and nobody can advance while held. Gear from the
Knucklebone Crypt keeps more of its edge than other gear while held.
For now the level is not a bar to entry. A character below a dungeon's level may go in and is raised to it while inside, then returned to their own level on the way out. This is a trial setting and may change.
The level you are held at counts only inside. Rewards that look at your level, such as a boss's Bravery, use your real one.
Deaths#
Every dungeon allows a set number of deaths, players, heroes and henchmen alike. Both open dungeons allow five. When the last one falls the run fails: the whole party is put out at the entrance, the corpses of the dead are carried out with them, the copy of the dungeon is taken down, and the leader's progress in it is wiped.
What a death means inside depends on the dungeon. In the Drowned Barrow it is an ordinary death. In the Knucklebone Crypt nobody dies: a beaten player is put out in the cemetery under a defeat banner, whole, and may walk back in while the run stands, and a beaten hero or henchman wakes at the top of the stair. Each fall there still counts toward the five.
Progress and resets#
Progress belongs to the leader. A dungeon's boss stays dead once it is killed, and is still gone the next time the same leader opens that dungeon, whoever comes with them. Everything else stays dead for the rest of the run and is back in the next one; nothing returns while a run is open.
A leader's progress in a dungeon lasts a day from their first run of it, finished or not. Then it is wiped, and anyone still inside is put out at the entrance. A run nobody is inside for ten minutes closes, and the leader keeps their progress.
| Command | What it does |
|---|---|
dungeon |
The run you are in: its leader, deaths so far, foes still standing and the level you fight at. Below that, the progress you hold as a leader and when each resets. |
dungeon reset <dungeon> |
Wipes your progress in one dungeon, so its boss is there again. Refused while you have a run of it open. |
dungeon reset all |
Wipes your progress in every dungeon. |
When a run's last boss falls, every player inside has cleared it. Clearing a dungeon counts toward your standing once a dungeon a day.
The dungeons#
The Drowned Barrow#
Level 30. A flooded burial mound entered west from a gap in the black timber at the edge of the Aurin Swamps, north of town. The Drowned Warden waits in its burial chamber, and wings to the north and south hold packs of drowned dead, two hard hitters and a healer in each. The Warden is a boss whose first kill gives Bravery (see Progression). The deeper stair beyond is not finished.
The Knucklebone Crypt#
Level 50. A crypt under the Aurin Cemetery, entered south through a black iron
door; walking in asks you to confirm first. Skeletal warriors stand in threes,
archers cover a snare, and Shrouded Knights guard the way to the Shrouded
Champion. Traps wait along the route, and a thief's detecttrap and disarm
deal with them. A search of its rooms may turn up a fire opal, once a room per
run for whoever searches it first. Its armor is the Cryptborne and Gravewatch
gear described in World Drops and
Gear Sets.