Dungeons

Sealed gauntlets that scale to whatever level you are, right when the open-world maps stop scaling with you. There is no level cap on a Dungeon — the fight at depth 500 exists for the same reason the fight at depth 5 does.

Where to play them: in the Telegram bot, main menu → 🕳️ Dungeons. The browser client does not have Dungeons yet. Rooms fight themselves out — you pick the dungeon and push deeper, and your stats decide each room. One kind of Dungeon Key opens any of the four.

The Dungeon Key

Every run spends exactly one Dungeon Key the moment you enter, whether you clear the run or die in the first room. Keys are earned, never bought — two ways to get one:

  • Drop — any hunt on the open map has a 8% chance to drop a key, the same roll every time regardless of what you are fighting.
  • Craft — 3x Rare Crystal at the Forge turns into one key (where Rare Crystal comes from).

Entering a run

A Dungeon is a straight gauntlet of real fights, room by room, ending in a boss room. A full run always costs 50 ⚡, however many rooms it has: the boss room takes 10 ⚡ and the rest is split across the other rooms. Dying at any point fails the run and the Dungeon Key is gone — nothing already looted comes back either, and abandoning a run on purpose costs the same key with nothing to show for it. The screen always shows the room count and the total Energy bill before you commit to the first swing.

DungeonRoomsEnergy (full run)Boss
🐺 The Wolf Dens550⚡The Denmother
🌊 The Drowned Vault550⚡The Vaultkeeper
🔥 The Emberworks650⚡The Forge Tyrant
🕳️ The Hollow Descent650⚡The Thing That Waits Below

Difficulty follows the character, not the Dungeon

The moment you enter, the run freezes your current level as its "dungeon level" — every monster inside is generated fresh from that number, not read off a table, which is what lets the same four Dungeons serve a level 20 Wanderer and a level 400 one without ever running out of content. Levelling up mid-run does not make the remaining rooms harder, and no Dungeon Key can ever push your deepest run past your actual character level — power still has to be earned outside the Dungeon first. Clearing a run pays XP worth exactly 1/10 of your next level (double on a Corrupted run).

What a cleared run pays

Beating the boss room pays out on top of the XP. Each line is rolled on its own:

  • One piece of gear — a 60% chance, plus your depth luck (below) and any event luck. Rarity: 30% Rare, 50% Epic, 20% Legendary. The item is always from your tier: the highest map tier your dungeon level has reached, and its item level is the dungeon level itself.
  • Fragments — a 50% chance, the same roll as a map boss, growing with the dungeon level.
  • One crafting material — the boss table: Rare Crystal 40.0%, Epic Essence 24.0%, Legendary Core 5.4%. At most one per clear.
Dungeon levelGear tierFragments when they drop
40Tier 53–5 (avg 2.0 per clear)
79Tier 84–6 (avg 2.5 per clear)
120Tier 107–9 (avg 4.0 per clear)

The boss room never drops a Dungeon Key — keys come from hunting and crafting only.

The depth trail

Mythraven remembers the highest dungeon level you have ever cleared, not just reached, and two things ride on it — both of them capped to staying inside a Dungeon, so neither is a permanent power gain you carry onto the open map:

  • Loot luck. Every 25 levels of depth adds 2% to the chance a cleared run's final room drops gear, up to a hard cap of 20% at depth 250. It only ever applies to Dungeon loot.
  • Achievements. Crossing depth 10, 25, 50, 100, 150, 200, 300, 400, 500 for the first time unlocks a permanent title on your Achievements page — entering high and clearing in one run still credits every milestone passed on the way, not just the exact number you land on.