Party dungeons
9 party dungeons, each with 2 mid bosses and a final boss. Go with a party of real players, or solo with AI champions.
Rules
- At least 3 players, up to 5. The dungeon portal has 2 buttons: Enter with party — a party of ≥ 3 at the portal, the leader taps it · Enter with bots — go solo, 2 AI champions fill the missing roles and you enter right away.
- AI champions match your level (capped at the dungeon level) and leave the party when you leave the dungeon. A real-player party under 3: both buttons lock — invite more players to the portal, or leave the party to go with AI champions.
- 2 rewarded runs per day (EXP, gold, items, Soul Shards) — AI champions use no runs and take no share. From run 3 you get nothing — still fine to help friends.
- Each run lasts up to 60 minutes from entry. Reloading mid-run resumes the same run within those 60 minutes: monsters and bosses already killed stay down, and no extra run is used. Leaving the dungeon ends the run.
- Enter from dungeon level − 3; stats sync to the dungeon level. Dungeon bosses never drop Red.
- Final boss kill bonus — by level: Lv 20 ≈ 2,307 · 50 ≈ 6,475 · 100 ≈ 36,164 gold. Dying in a dungeon does not cost the 10 durability of worn gear you lose when downed in hunting grounds.
One run at a glance
- Dungeon portalEnter with party (≥ 3) · Enter with bots (solo + 2 AI champions)
- Enter DungeonLevel-synced to the dungeon · max 60 min per run
- Clear packsMonster packs along the floor
- 2 mid bossesOne room each
- Final bossKill it → bonus gold
- ChestOnly the first 2 runs per day pay out
- Exit portalBack to the entrance
9 dungeons
Mid / final bosses come from each dungeon's map data.
Challenge Seal (level 40+)
Clearing a dungeon's final boss at level ≥ 40 unlocks Challenge Seals. Seal tier is per account, from 2 to 20. Each tier: monsters × (1 + 0.08 × (tier − 1)) HP, × (1 + 0.08 × (tier − 1)) damage. Par time 20 min. The Seal opener: clear on time → Seal becomes the run tier +1, fast (≤ 12 min) → +2, never below the tier you already hold; late → −1 tier (not below tier 2). Teammates whose Seal is below the run tier rise to it on an on-time clear. Still counts within the 2 rewarded runs per day.
Weekly curses join at tiers 4 / 7 / 10:
| Curse | Effect |
|---|---|
| Exploding Corpse | Normal monsters leave a blast ring on death that detonates after 2 s — 12% max HP to anyone inside (before Armor / dodge) |
| Dark Regeneration | Monsters not hit for 4 s regenerate 3% HP per second |
| Blood Frenzy | Monsters below 30% HP deal 30% more damage |
| Curse of the Storm | Every 15 s, 3 lightning circles appear at players' positions, telegraphed 1.5 s ahead |
| Stone Armor | Normal monsters take 25% less damage until their HP falls below 50% |
| Splitting Seed | Elites / minor bosses split into 2 smaller ones when defeated (30% HP, no rewards) |
Dungeon portal
Enter Dungeon
Clear packs
2 mid bosses
Final boss
Exit portal







