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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.

A sword swung to the left on a floor of the deep places, seen from above: the arc points the way the blow goes, with the flash, sparks, a ring and a critical number
A sword swung to the left on a floor of the deep places, seen from above: the arc points the way the blow goes, with the flash, sparks, a ring and a critical number
The Lower Crypt under a catacomb, lit by its own torches: flagstones, banners between the runes, and the dark beyond the light
The Lower Crypt under a catacomb, lit by its own torches: flagstones, banners between the runes, and the dark beyond the light

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.

A Crystal Geode's signature: a shard bloom telegraphed on the floor round you, a moment before the crystals burst
A Crystal Geode's signature: a shard bloom telegraphed on the floor round you, a moment before the crystals burst
KindSignatureWhat it does
CatacombThe dead riseA fallen Grown may stand up again, once, at half its life.
Flooded CisternGeysersWater bursts up under your feet and throws you: 10% of your life.
Old MineCave-inRocks fall from the ceiling in three columns: 12%.
Fungal HollowSpore burstsA Grown that dies bursts into a cloud of spores for 4 seconds: 3% of your life a second while you stand in it.
Ember ForgeFlame jetsFire shoots across the room at your feet: jump over it. 12%, and it burns.
Frost VaultIciclesIcicles fall where you stand: 10%.
Crystal GeodeShard bloomCrystals burst from the floor round you: 12%.
Overgrown TempleArrow wallsA volley crosses the room at your feet: jump over it. 10%.
Wane RiftVoid tearsThe 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.

Two hits from full never kill you. Watch the floor, and the walls.

Scroll tiers

DungeonMonster levelsNeeds
Burrow1–12
Old Cellar10–22
Drowned Warren20–34
Sunken Vault32–48
Bone Catacomb45–62
Ember Forge60–78
Glass Sanctum76–96
Beacon Crypt94–114nothing
Unlit Citadel110–132nothing
Throne of the Wane128–1501 reborn

The eight kinds

KindLightHazard
CatacombBones in the walls, dust in the air.torchspikes
Flooded CisternBlack water under old arches.lanternwater
Old MineTimber and ladders, down to where the ore ran out.lanternspikes
Fungal HollowCaps as tall as houses, and spores that glow.glowspikes
Ember ForgeLava runs where the smiths once poured iron.brazierlava
Frost VaultIce has crept into every stone.crystalspikes
Crystal GeodeLight caught in the stone, humming.crystalspikes
Overgrown TempleRoots have split the old stones apart.torchspikes

Modifiers

A scroll can carry modifiers. Each makes it harder and the loot better.

ModifierDoesExtra loot
Volatilemonsters explode when they die+15%
Hastedmonsters move 40% faster+10%
Hardenedmonsters have 50% more life+15%
Dryno potions or tonics+10%
Lightlessno torches on the walls+10%
Crownedmany more elites+20%
Thirstingmonsters heal when they hit you+10%
Brittleyou take 25% more damage+15%
Hurried20 minutes instead of 30+10%

Dungeon uniques

Crown of the Drowned King, Vaultbreaker, Riftwalker boots, Heart of the Deep, Keyring of Ash.