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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.

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.
  • 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.

Flooded catacombs: drowned, skeletons and guardians. Set: Tidebound.

  1. The Ossuary
  2. The Flooded Hall
  3. 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.
  4. The Sluice: pull the levers to lift the gates.
  5. The Drowned King: he floods his throne room twice. Climb the tiers, or the undertow drags at you.
  6. The vault

Rare drop: the Drowned Princeling companion.

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.

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.

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.

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.

Your first Hard clear of any dungeon gives your first Rift Key. See Rift Trials.