Dungeons
The Delver’s Gate stands at the end of the lobby’s north-west branch. Talk to Orla Deepwatch, the Delver, pick a dungeon and a difficulty, and go in alone or with up to 3 others (players near you get a 15-second invite). Every group gets its own copy of the dungeon.
Difficulties
Section titled “Difficulties”| Difficulty | Enemy Level | Enemy health | Enemy damage | Unlocks after |
|---|---|---|---|---|
| Initiate (Sunken Crypt only) | 3 | ×0.6 | ×0.6 | Open to everyone. A short run of about 5 minutes for new players; any gear will do |
| Easy | 10 | ×1.0 | ×1.0 | Open for the Crypt; the other dungeons need an Easy clear of the one before |
| Normal | 20 | ×1.6 | ×1.4 | An Easy clear of that dungeon. More enemies, elites |
| Hard | 30 | ×2.4 | ×1.9 | A Normal clear of that dungeon. More enemies again. Your first Hard clear gives your first Rift Key |
- Group size: enemy and boss health grows +75% for every extra player, and each wave has one more enemy per extra player.
- Unlock order: the Copper Depths open after an Easy clear of the Sunken Crypt, and the Pale Labyrinth after an Easy clear of the Copper Depths.
- Orla’s menus show your Power against the enemy Level in green, yellow or red.
Rules inside
Section titled “Rules inside”- Checkpoints. If you fall you come back at the last one. If everyone falls during a boss, that fight starts over.
- You keep your items. No graves in dungeons.
- Lost connection? Log back in within 3 minutes and you’re put back with your group at the last checkpoint. If everyone drops, the run waits.
- Stuck stage? If nobody lands a kill for 30 seconds, the last enemies glow so you can see them through walls. After a minute they’re pulled out to your group.
- The vault at the end closes 2 minutes after it opens (with a warning at 30 seconds). Anyone who hasn’t opened the chest still gets their share.
- Companions wait outside. Mounts don’t come in.
The Sunken Crypt
Section titled “The Sunken Crypt”Flooded catacombs: drowned, skeletons and guardians. Set: Tidebound.
- The Ossuary
- The Flooded Hall
- The Tide Warden (mini-boss). It always drops a piece of Delver’s gear. On Initiate the run goes straight to the vault from here.
- The Sluice: pull the levers to lift the gates.
- The Drowned King: he floods his throne room twice. Climb the tiers, or the undertow drags at you.
- The vault
Rare drop: the Drowned Princeling companion.
The Copper Depths
Section titled “The Copper Depths”An old mine that still runs: husks, cave spiders and the Rustbound (zombies in copper armour). Set: Deepdelver.
- The Signal Line: when a lamp lights, darts and steam shoot across the corridor. Time your run.
- The Overseer (mini-boss) leaps to wherever the ground sparks.
- The Chasm: pull the lever on each island to lower the next bridge over the lava. Fall and you’re back at the checkpoint.
- The Foreman, a giant iron golem. A lamp lights over one of four pillars: lead him to it and pull its lever to stun him. He takes extra damage while stunned. On Normal and Hard, mine carts race round the rails.
Rare drop: the Copper Sprocket companion.
The Pale Labyrinth
Section titled “The Pale Labyrinth”A pale garden under the night sky: creakings (they only move when nobody is looking), bogged and vexes. Set: Paleward.
- A hedge maze. Lost? After 3 minutes glowing waymarks show the way out.
- The Thornmother (mini-boss): stay out of the pale circles.
- A narrow root bridge over a pit.
- The Pale Heart can’t be hurt while its four creaking hearts stand. Hit each heart until it breaks, while it hunts whoever strays furthest from the group.
Rare drop: the Pale Sprout companion.
Rewards
Section titled “Rewards”Along the way: Delver’s gear (lower Power, one stat) as stages clear. The mini-boss always drops one.
The vault chest, for every player:
| Initiate | Easy | Normal | Hard | |
|---|---|---|---|---|
| Set armour piece | 1 (Initiate’s) | 1 | 1 | 1 |
| Stardust | 50 | 100 | 175 | 275 |
| Cinders | 5 | 10 | 15 | 20 |
| Rift Shards | 2 | 4 | 6 | 10 |
| First clear of that difficulty today: extra Stardust | +100 | +200 | +300 | +400 |
| First clear of that difficulty today: extra Rift Shards | +2 | +4 | +6 | +8 |
| Riftforge mod | - | - | - | 15% chance |
The first-clear bonus is per dungeon, per difficulty, per day. There are no lockouts: run them as often as you like. See Dungeon gear and sets for what the armour does.
Mentor bonus
Section titled “Mentor bonus”A player with Power 30+ who clears Initiate or Easy with someone under Power 15 gets +150 Stardust and +10 Rift Shards, once a day.
After Hard
Section titled “After Hard”Your first Hard clear of any dungeon gives your first Rift Key. See Rift Trials.
