Dungeons & Raids

Dungeons

Instanced mission dungeons - the coin budget that limits them, the six clear grades, and the full level ladder.

Mission dungeons are instanced runs for a party, entered through a dungeon entrance. Each one ships in three difficulty tiers - Easy, Normal and Hard - and each tier has its own entry level, its own monsters and its own reward table.

Dungeon coins are the real limit

Entries are paid for with dungeon coins, which are a property of your character rather than an inventory item.

  • Bronze coins are granted daily, automatically, to everyone - a few more at the weekend than midweek. The refill sets your balance to the day's allowance rather than adding to it, so bronze cannot be stockpiled. Yesterday's leftovers are gone.
  • Platinum coins are the paid top-up. They are never refilled and never reset, so they behave like a durable stack of extra tries.
  • A mission dungeon costs 1 coin, a raid costs 3, and every member of the party pays, not just the leader.
If the Enter button never goes live while everyone else is ready, check your own coin balance. A member on zero coins blocks the entry, and it looks exactly like a broken window.

There is no weekly reset and no per-dungeon counter. The coin budget is the entire entry economy.

Level Sync

The Enter Dungeon window has a Level sync checkbox beside Fill party, and the raid entry window has the same box. Tick it, and in the next dungeon or raid you enter, a character above that dungeon's level is scaled down to it - your gear, enchants and buffs scale down with you, and so does your attack. The character window shows your synced attack and defence. Sync lasts until you leave the dungeon. If your level is not above the dungeon's, it does nothing.

Helping newer players pays

Clear a mission dungeon while synced, with at least one other player in your party who is at or below the dungeon's recommended level, and you receive 2 Time Coins - up to three times a day. A chat line tells you what you earned and how many remain today. Party-fill bots never count as the newer player, and raids do not pay this bonus.

Filling the party

Fill party tops your group up with bots. A bot is levelled to the highest player in the party - or to the dungeon's level if nobody else arrives - and its health, defence and attack are capped at that player's own, so bots help without carrying the run. When there is not room for every role, a healer and a tank are picked first.

The clear grade

Finishing a mission dungeon scores you a grade: EXCELLENT, A, B, C, D, F - six grades, no S. The window shows EXCELLENT as "EX".

Your score comes from three things:

  1. Mission objectives from the dungeon's own clear conditions, including survival where the dungeon sets a death limit. The boss is scored as an optional objective, not a mandatory one, so a run that clears the mandatory conditions and leaves the boss alive still counts as a clear - it simply scores lower
  2. Hunting inside the instance
  3. Time - finishing within the tier's par time gives full marks for time; running over is a demerit

Two rules bite:

  • Rewards only pay on a clear. A run that dies near the end is worth nothing, so retreat and re-enter rather than wiping repeatedly with the clock gone.
  • Raids have no grade at all. The rank table applies to mission dungeons only.

Rank boxes

Your grade decides the reward box you get - Platinum for EX, Gold for A, Silver for B, Bronze for C and Iron for D. Each box has a 50% chance to hold relics, and it also holds equipment fragments of one kind, picked at random. The better the grade, the more of both:

TierEXABCD
Easy relics54332
Easy fragments32211
Normal relics129864
Normal fragments53321
Hard relics201613107
Hard fragments64321

Relics are named for their tier: Tempered on Easy, Runed on Normal and Ascendant on Hard.

The boss's own relic drop is separate, always pays, and pays the relics of the tier you are running.

The ladder

The minimum level each tier lets you in at:

DungeonEasyNormalHard
Hypit Cave151520
Goblin Deepworks191921
Court of the Faunus King222224
Towa Haunt252538
Towa Palace252538
Fugitive Palace313234
Flying Dragon Cave353539
Fortress of the Flying Dragon353539
Nightmare Forest373737
Frozen Prison434347
Sanctuary of Frozen Time454548
Memory of the Ancients 1525255
Marionette Hall575760

The window also shows a recommended level per tier, which sits a little above the minimum - Hypit Normal admits you at 15 and recommends 18.

The alpha's level cap is 40, so every tier asking for more than that is listed but cannot be entered yet. See Getting Started.

Nightmare Forest opens all three of its tiers at the same level, 37 - clear its mini-bosses, then slay Amon the Shaman to finish it. It sits between the Flying Dragon dungeons and Frozen Prison.

Fugitive Palace - The Cell That Emptied - admits at 31, 32 and 34 and fills the gap between Towa Palace and the Flying Dragon dungeons. Unusually, its three tiers have genuinely different entry levels rather than two sharing one.

⭐ You clear it by freeing its prisoners. Nine cells line the palace, each with a breakable control switch outside it. Break the switch to open the bars; free all nine and the Fugitive returns to the central hall for the final fight. The three wardens are there to fight, but killing them does not summon him. The palace is compact and dense, with its own music.

Goblin Deepworks and the Court of the Faunus King fill the stretch between Hypit Cave and Towa Haunt. In the Deepworks, two overseers in the side chambers hold the vault keys - kill both and the vault gate opens - and the boss stands on the altar and calls in the rest of the vault rather than being fought alone.

The Court of the Faunus King follows one clear winding path, lined with houses along a stone road and ending in a raised throne room, where the King spawns beside his throne with his reinforcements.

Difficulty changes the fight, not just the numbers

Hard bosses are much tougher than their Easy and Normal versions, and several bosses also fight differently by tier:

  • Hypit Cave (Hard) - Wicked Boss the Eldest breathes frost on his target every 8 seconds, each breath making it take 5% more damage. At 75%, 50% and 25% he drops aggro and calls three adds; he stuns and weakens random players, and enrages after 8 minutes
  • Goblin Deepworks - the overseer keeps three abilities on Easy, gains a fourth on Normal, and on Hard runs the full five-ability set
  • Court of the Faunus King - the King's abilities do not change, but the pacing tightens: specials every 14s/26s with a second wind below 40% on Easy, 12s/22s and 55% on Normal, 10s/18s and 70% on Hard, where the closing pattern also sweeps three targets instead of two. On every tier he calls reinforcements at 75%, 50% and 25%
  • Nightmare Forest - Amon the Shaman summons packs of necromancers at 75%, 50%, 25% and 10%, and necromancers cast an area Fear that sends nearby players fleeing for 5 seconds
  • Fugitive Palace - every pack is in place from the start, and two five-monster patrols circle the great hall in opposite directions
  • Puppeteer's Hollow, Towa Ridge, Towa Depths and Drake Hollow - on the harder tiers the bosses lean towards their wider and two-hit patterns. The Mother Drake has one attack on Easy, two on Normal and three on Hard

Beyond the list there is the [Tower of Sisyphus](/wiki/tower-of-sisyphus), a 63-floor climb that works differently from everything here, and the seven big-group instances in Raids.

The clock

Every tier has its own par time, set from real clear times. Clearing within it gives full marks for time; running over costs clear grade, not the run.

DungeonEasyNormalHard
Hypit Cave5:307:008:00
Goblin Deepworks5:305:305:00
Court of the Faunus King5:304:005:40
Towa Haunt6:0013:3020:00
Towa Palace5:0011:3020:00
Fugitive Palace10:3015:3014:30
Flying Dragon Cave7:0020:0020:00
Fortress of the Flying Dragon4:309:3020:00
Nightmare Forest6:408:208:40
Frozen Prison20:0030:0060:00
Sanctuary of Frozen Time20:0030:0060:00
Memory of the Ancients 140:0040:0040:00
Marionette Hall20:0025:0028:20

The result window

When the dungeon is cleared, one result window opens for the whole party: each member's total damage dealt, healing given to others and damage taken, with each player's share of the party's damage. Pet damage and your own potions are not counted. Its Exit button leaves the dungeon - the same as pressing Esc and confirming. Raids end with the same window.

The rooms wake as you reach them

Most packs wake as you approach them. That is what makes a careful run different from a rush, and it is why a pack you woke on the way in is not spawned a second time when the room's own trigger fires.

Pulling one monster does not bring the whole room. Ordinary dungeon monsters fight on their own; only bosses call for help.

Boss add-waves are finite, and monsters show on the minimap in every dungeon.

A full bag does not lose the reward

If a dungeon reward drops while your bag is full, it is sent to your [Item Mall Warehouse](/wiki/item-mall) instead of being lost - pull it into a bag from there once you have room. That covers both a direct drop and a loot bag you pick up.

Where to go next

Reviewed 2026-10-16