Dungeons
Each dungeon session lasts the standard session duration (reduced by Agility). Enemies spawn randomly according to the weights on each dungeon's page.
More information about specific dungeons can be found on their particular pages.
| Dungeon | Recommended Level | Description |
|---|---|---|
| Farm | 1 | A peaceful farm with livestock. Great for beginners looking to gather food! |
| Imp Cavern | 1 | A shallow cave filled with mischievous imps. Perfect for absolute beginners! |
| Beach & Cliffs | 1 | The isle's landing zone. Coastal enemies scavenge the wrecks of prior voyages. Every clear has a chance to drop Ancient Sigils. |
| Goblin Cave | 3 | A dark cave infested with goblins and giant rats. A good place for new adventurers to train. |
| Spider Den | 6 | A web-filled cavern crawling with venomous spiders. Bring antivenom! |
| Bandit Camp | 8 | A hideout of thieves and rogues in the wilderness. Watch your coin purse! |
| Undead Crypt | 12 | An ancient burial ground where the dead refuse to rest. Beware the dark magic! |
| Shadow Den | 15 | A network of underground chambers used by the region's thieves guild. Rogues, assassins, and shadow creatures lurk in every corner. |
| Fortress Ruins | 18 | The crumbling remains of an ancient castle, now guarded by knights and soldiers. |
| Collapsed Mine | 20 | A vast cavern beneath the copper mines. Cave trolls and rock golems haunt the rubble, and giant spiders spin webs across the collapsed shafts. |
| Ancient Forest Ruins | 20 | Stone ruins swallowed by the primeval forest, now haunted by feral creatures and vengeful spirits of druids. |
| Drowned Temple | 20 | A sunken temple beneath the sea grotto, its halls filled with water and sea creatures that have made it their home. |
| Orc Stronghold | 22 | A fortified orc settlement deep in the mountains. Only the brave dare enter. |
| Rogue Sanctum | 25 | The guild's inner refuge, accessible only to proven members. |
| Volcanic Depths | 28 | A scorching cavern inhabited by hellhounds and lesser demons. The heat is unbearable! |
| Ancient Forest | 30 | A rune-laced jungle grown over an old library. Grove stalkers and rune-touched dryads keep visitors from the ruins beneath. Every clear has a chance to drop Ancient Sigils. |
| The Sunspire | 40 | A sun-tower ruin cracked open by the solstice, spilling heat spirits into the region. Part of the Sunspire Solstice event. |
| Dragon's Lair | 40 | The legendary home of green dragons. Only master warriors survive this challenge. |
| The Hollowfen | 45 | A mist-drowned marsh of sunken barrows where the harvest dead walk. Part of the Gloomharvest event. |
| Infernal Stronghold | 50 | A fortress of fire and brimstone, ruled by demons and hellhounds. The heat alone can kill the unprepared. |
| Corrupted Sanctum | 55 | A shadow-drenched sanctum at the heart of the corrupted canopy. Dark priests and corrupted beasts guard an ancient evil. |
| Abyssal Ruins | 55 | Ancient ruins that exist simultaneously above and below the mortal plane. Strange abyssal creatures phase in and out of reality. |
| Ancient Forge | 55 | A vast dwarven forge that has burned for centuries without stopping. Fire elementals and forge guardians protect its secrets. |
| Cloud Kingdom | 55 | A realm above the clouds, reached by climbing a legendary beanstalk. Giants roam vast floating islands, sky serpents drift between the cloudbanks, and storm imps crackle with restless energy. Few have seen it. Fewer still have returned to speak of it. |
| Arcane Ruins | 55 | The functional underground chambers of a destroyed wizard's tower. Magical constructs and enchanted guardians still patrol its halls. |
| Guild of Shadows | 58 | The innermost sanctum of the thieves' guild, guarded by its most elite enforcers. |
| Volcano Peak | 60 | The isle's smoking spine, once an Elder altar. Ash beasts and lava wraiths guard the sealing site. Every clear has a chance to drop Ancient Sigils. |
| The Blightwood | 62 | A rotting forest deep past the Hollowfen, where the Gloomharvest's strongest horrors gather. Part of the Gloomharvest event. |
| Ancient Temple | 65 | An ancient temple guarded by the most powerful creatures in the realm. Only the strongest warriors dare enter. |
| Void Rift | 72 | A tear in reality where void creatures spill into the mortal world. |
| Frozen Citadel | 82 | An ancient fortress encased in a glacier, its defenders frozen in eternal vigil. |
| Abyssal Depths | 85 | A flooded pressure-chamber at the foot of the isle, where the Last Elder waits. Abyssal horrors and void seraphs patrol the approach. Every clear drops Ancient Sigils. |
| Abyssal Throne | 92 | The deepest point in the known world, ruled by void lords since the dawn of time. |