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Dungeons
Read a dungeon scroll and the world folds around you into a dungeon built fresh for you and your group. Its Grown are made for all of you: for each player past the first, 80% more life, a quarter harder blows, and one time in ten more an elite. Its tier sets the monster levels; its kind sets the look, the light, the traps and the Grown inside. Every one is laid out anew: a tower that climbs, a delve that goes down, a winding cavern or a long line of halls, with arenas, ambushes, puzzles, shrines, blood altars, secret caches behind cracked stone, and a boss at the end.
- Fights look as they do in the open: the same arc, flash, sparks and rings, with sparks kept behind the walls, and drops that fly out of what dropped them (Effects and animation).

- Monsters wait inside and wake when they see you, so you get a moment before a fight.
- If you fall, you are pulled back to the last safe room, and your group can revive you.
- Nobody is shut out. When a room's doors slam behind the first of your group, everyone else in the dungeon is drawn in beside them, and so is anyone who comes back from a revive while the room is still shut and one of you is still fighting in it.
- A breather after a fall. If nobody alive is left in a sealed room, a boss's too, it resets after a few seconds: its monsters go back to rest at full strength and its door opens. Walk back in when you are ready.
- Some dungeons have stairs down to a Lower Crypt, lit by its torches in the colour of the dungeon above (Light in the dark). Its rooms say when they are cleared, two side ways off its rooms each hold a reward (take one of the two), and once its guardian falls a ring by the stairs takes you to its hoard and back (Rooms that pay).
- The dungeon box is one line under the minimap: the dungeon's name, the rooms, the bosses, the revives, the time left and Leave. It opens to the full box for five seconds when you come in and whenever a room is cleared, a boss falls or a revive is spent, then folds again. The arrow in its title keeps it open, or keeps it folded for good. On a phone it sits above the buttons, folded, and shows the name, the time and Leave.
- The last room's guardian fights as the great ones of the open world do, with moves of its own, telegraphed on the ground, and openings after them: see Great ones and how they fight.
- The rift line under the minimap is short now: the kind, the level, how far east or west (and ↑ or ↓), and the minutes left, such as Frost Rift Lv 40+ · 12 E 5 ↓ · 7m. Point at it for the whole sentence.

Every kind its own
Each kind of dungeon has a character of its own. Going in, its name and its line come up in its colour, with its signature: something the dungeon itself does to you, in its fights, telegraphed on the floor as a great one's moves are (a column, a row or a circle filling up, and a warning sound). Each kind has its own low sound under the music, from the Catacomb's rattle to the Frost Vault's wind.

| Kind | Signature | What it does |
|---|---|---|
| Catacomb | The dead rise | A fallen Grown may stand up again, once, at half its life. |
| Flooded Cistern | Geysers | Water bursts up under your feet and throws you: 10% of your life. |
| Old Mine | Cave-in | Rocks fall from the ceiling in three columns: 12%. |
| Fungal Hollow | Spore bursts | A Grown that dies bursts into a cloud of spores for 4 seconds: 3% of your life a second while you stand in it. |
| Ember Forge | Flame jets | Fire shoots across the room at your feet: jump over it. 12%, and it burns. |
| Frost Vault | Icicles | Icicles fall where you stand: 10%. |
| Crystal Geode | Shard bloom | Crystals burst from the floor round you: 12%. |
| Overgrown Temple | Arrow walls | A volley crosses the room at your feet: jump over it. 10%. |
| Wane Rift | Void tears | The world tears open under you: 14%, and it drinks a fifth of your mana. |
Traps take a share of your life
A dungeon's traps are not about your armour any more: each takes a share of your life, whatever you wear, so they matter at level 10 and at level 150 alike, and none of them takes more than a fifth.
- Spikes: 12% of your life.
- Darts: 10%.
- Lava in a dungeon: 20% a second.
Two hits from full never kill you. Watch the floor, and the walls.
Scroll tiers
| Dungeon | Monster levels | Needs |
|---|---|---|
| Burrow | 1–12 | |
| Old Cellar | 10–22 | |
| Drowned Warren | 20–34 | |
| Sunken Vault | 32–48 | |
| Bone Catacomb | 45–62 | |
| Ember Forge | 60–78 | |
| Glass Sanctum | 76–96 | |
| Beacon Crypt | 94–114 | nothing |
| Unlit Citadel | 110–132 | nothing |
| Throne of the Wane | 128–150 | 1 reborn |
The eight kinds
| Kind | Light | Hazard | |
|---|---|---|---|
| Catacomb | Bones in the walls, dust in the air. | torch | spikes |
| Flooded Cistern | Black water under old arches. | lantern | water |
| Old Mine | Timber and ladders, down to where the ore ran out. | lantern | spikes |
| Fungal Hollow | Caps as tall as houses, and spores that glow. | glow | spikes |
| Ember Forge | Lava runs where the smiths once poured iron. | brazier | lava |
| Frost Vault | Ice has crept into every stone. | crystal | spikes |
| Crystal Geode | Light caught in the stone, humming. | crystal | spikes |
| Overgrown Temple | Roots have split the old stones apart. | torch | spikes |
Modifiers
A scroll can carry modifiers. Each makes it harder and the loot better.
| Modifier | Does | Extra loot |
|---|---|---|
| Volatile | monsters explode when they die | +15% |
| Hasted | monsters move 40% faster | +10% |
| Hardened | monsters have 50% more life | +15% |
| Dry | no potions or tonics | +10% |
| Lightless | no torches on the walls | +10% |
| Crowned | many more elites | +20% |
| Thirsting | monsters heal when they hit you | +10% |
| Brittle | you take 25% more damage | +15% |
| Hurried | 20 minutes instead of 30 | +10% |
Dungeon uniques
Crown of the Drowned King, Vaultbreaker, Riftwalker boots, Heart of the Deep, Keyring of Ash.