The player's guide

Dungeons

Copies of a dungeon all of your own, your party's or your guild's, where what you kill stays dead until the week turns over.

The dungeons

A dungeon is a set of floors that you enter as your own copy. Its creatures do not come back when killed: everything you clear stays cleared until your next reset, and the dungeon pays a reward the moment its last creature falls.

Built, still being tested
DungeonIts Instance StoneLevelFloors CreaturesClear reward
Undead Oma CaveBichon Province, 61,177, beside the cave west of Shandam 12+Lv 1, Lv2, Lv32,226 10,000 gold, 5,000 experience, Oil Of The War God, Instance Reward Chest (I)
Ginko to Bichon PassBichon Province, 765,211, at the pass north-east of Shandam14+One420 10,000 gold, 5,000 experience, Oil Of The War God, Instance Reward Chest (I)
Serpent Valley MinesSerpent Valley, 346,262, by the mine south of the town14+The mines, then the Rear851 25,000 gold, 10,000 experience, Oil Of The War God, Instance Reward Chest (I)
Wooma TempleTaoist Village, 56,369, outside the temple door 20+Lv 1, Lv 2, Wooma Kings Room935 25,000 gold, 10,000 experience, Oil Of The War God, Instance Reward Chest (II)
Zuma TempleZuma Province, 168,132, outside the temple Any16, from the entrance through Lv 1 to 5, the maze and the halls down to the Kings Chamber7,598 25,000 gold, 10,000 experience, Oil Of The War God, Instance Reward Chest (III)

The reward chests open into potions: (I) is 20 Healing Potion and 20 Mana Potion, (II) is 20 of each at strength (II), and (III) 20 of each at (III). Use a chest from your bag to open it, when you have room for what is inside.

  • No dungeon has a party size limit: bring as many as you like.
  • Wooma Temple's lobby stays public, with its shops; the dungeon starts at Lv 1, and Lv 1's stair back up leads out to the lobby.
  • Ginko to Bichon Pass keeps its far door to Ginko Valley, and Serpent Valley Mines its second way out to the north. Walking out of either leaves the dungeon.
The Instance Stone

Every dungeon has an Instance stone beside its door. Click it and the box under its words lists the ways in: your own copy, your party leader's and your guild's.

Built, still being tested
The Instance stone's window for Wooma Temple, Level 20 and above: Personal instance, 412 of 935 creatures remaining, resets in 4 days, with Enter; Veyra's instance, 935 of 935, with Enter greyed; Guild instance, 935 of 935, resets in 5 days, with Start. Under them the rewards, 10,000 Experience, 25,000 Gold and two items, and the floors: Wooma Temple Lv 1 0 of 256, Lv 2 159 of 426, Wooma Kings Room 253 of 253.
Wooma Temple's stone. The first floor of your own copy is already cleared.
The pointer over the greyed Enter on Veyra's instance, with the tooltip: Your party leader has not gone in yet.
A way in that is shut says why when you point at it.
PartWhat it does
Name and levelsThe dungeon, and the levels it is for.
Personal instanceYour own copy, with how many creatures are left in it and when it resets.
Name's instanceOnly when you are in a party led by somebody else: your leader's copy.
Guild instanceOnly when you are in a guild: your guild's copy.
EnterTakes you to the first floor of that copy. Greyed when you cannot go in now; point at it to see why.
StartOn the guild's row when your guild has no run of this dungeon this week. Opens one for the guild and takes you in (see Guild runs).
Clicking a rowChooses which copy the floors under the list count. Its frame lights up.
RewardsWhat clearing the dungeon pays. Greyed, with Claimed until the reset, once the chosen copy's reward has been had. On the guild's row the heading says the items and gold go to the guild.
FloorsEach floor of the chosen copy and how many creatures are left on it.

The three ways in

WayOpen when
Your ownYou are the dungeon's level.
Your party leader'sYour leader has already gone into their copy. Nobody can spend the leader's progress without the leader there.
Your guild'sYour guild has started a run of this dungeon this week, and, if it named a hunt leader, the hunt leader is inside.

A copy you went into alone becomes your party's the moment you form a party and lead it.

Progress and resets

What you kill in your copy stays dead, through logging out and coming back, until your copy resets. Then the whole dungeon is full again.

Built, still being tested
CopyResetsWith Premium
YoursEvery Wednesday at midnightEvery midnight
Your guild'sEvery Thursday at midnightEvery midnight, with guild Premium
  • Midnight is the server's, the same midnight the daily quests turn over on.
  • Only the creatures a floor starts with count. Anything a boss summons, or that appears when another dies, is part of the fight and is not counted or remembered.
  • If you are inside when your copy resets, you are told, given 2 minutes, and moved outside the dungeon. Standing in a cleared room across midnight gets you nothing: the creatures never come back into a copy that is in use.

Premium

Premium belongs to your account: every character on it has it until it runs out, playing or not. A Premium Token (30 Days) from the game store adds 30 days, on top of any left. Besides daily dungeon resets it gives:

BonusAmount
Experience, gold and drop rate+30% each
Skill experience+10%
Health and mana+10% each
Armour and magic resistance+0-5 each
Destruction, magic and soul+5-5 each
Loot pick-up reachat least 9 cells

A guild buys its own Premium with Guild Premium items its members give it, on the guild window's Perks tab (see Guilds). In the guild's own dungeon copy it adds +20% gold, +10% drop rate and +1% experience for every member of the guild a kill pays.

Inside a dungeon

A dungeon's floors are joined by their stairs and doors as usual, and every stair keeps you in the same copy.

Built, still being tested
If you…What happens
Walk out of its doorYou leave the dungeon. Your progress stays.
DieYou revive wherever that map sends the dead, which usually means out of the dungeon.
Log out and back inYou are on the ordinary, public version of the same floor, on the same spot. Walk back to the stone to go in again.
Are recalled by your group or partnerRefused: nobody can be recalled into a dungeon.
Leave the party whose leader's copy you are inYou are moved out onto the public version of that floor, on the same spot.
Are the leader, and leave the partyEverybody else in your copy is moved out the same way. The new leader can take them into their own copy.
Leave or are removed from your guildYou are moved out of the guild's copy.

The last few, on the map

When a floor has 10 or fewer of its creatures left, everybody on that floor sees where each one is on the minimap (V) and the big map (B), at any distance, as an orange marker with a black rim. Point at a marker to see what it is. The markers follow the creatures, once a second, and hidden ones are shown too.

The dungeon tracker

Inside a dungeon, every floor and how many creatures are left on it are written at the top left of the screen, under the quest tracker. It goes away when you leave.

Built, still being tested
Text over the world: Wooma Temple Lv 1 in green with Remaining: 0 of 256; Wooma Temple Lv 2 in gold with Remaining: 8 of 426; Wooma Kings Room in white with Remaining: 253 of 253.
On Lv 2, with Lv 1 cleared.
The same tracker with the pointer on it: a dark plate behind the text and a small arrow button in the top right corner.
With the pointer on it: drag it anywhere, or swap its side.
PartWhat it does
Floor namesThe floor you are on is gold. A cleared floor is green. The rest are white.
RemainingHow many of the floor's creatures are left, of how many it started with, in the copy you are in. In your leader's copy, these are your leader's numbers.
The plateAppears behind the text while the pointer is on it. Drag from anywhere on it to move it.
> / <Hangs the text from the right or the left, for a tracker you have put against the right of the screen.

Where you put it and which side it hangs from are remembered for each character.

Clearing a dungeon

The kill that leaves nothing alive on any floor clears the dungeon, and its reward is paid on the spot: Dungeon cleared! Your reward has been paid.

Built, still being tested
CopyItemsGoldExperienceOnce per
Yours, or your leader'sEach character thereEach character there Each character thereCharacter, per reset
Your guild'sInto the loot bagInto the guild purse Each character thereGuild, per reset
  • "There" means on any floor of the copy at the moment of the last kill, alive or dead.
  • You can have a dungeon's reward once per reset, whoever's copy paid it. Carried through your leader's copy, you have had yours for the week: clearing your own afterwards pays only what the creatures drop, and says so.
  • A guild clear does not use up anybody's own reward.
  • The experience is earned like a quest's, so your own experience bonuses count.
  • If your bag is full, the reward items are put on the ground beside you, kept for you.
Guild runs

A guild can open a dungeon for the week, as a copy every member shares. What drops there belongs to the guild. The guild window's Dungeons tab (G) lists the runs going.

Built, still being tested
The guild window's Dungeons tab with two runs: Wooma Temple, 263 of 935 creatures remaining, resets in 5 days, started by Aldric, hunt leader Thorne, loot leader Veyra, Loot bag (22), 6 have been in; and Serpent Valley Mines, 851 of 851, started by Veyra, both leaders nobody, Loot bag (0), 2 have been in.
Two runs going this week.
  1. A member whose rank may open dungeons goes to the dungeon's Instance stone and presses Start on the Guild instance row. The run opens and they are taken in.
  2. Every other member at that stone sees the row change to Enter. Until then it says Your guild has not started this dungeon.
  3. On the Dungeons tab, the same rank can name a hunt leader and a loot leader.
  4. The run stays open until the guild's reset, Thursday midnight (every midnight with guild Premium). It cannot be closed early.
PartWhat it does
Dungeon name, Resets inThe dungeon, and when the run closes.
Creatures remainingWhat is left in the guild's copy.
Started byWho opened it.
Hunt leaderWhile one is named, nobody else can go in until the hunt leader is inside. Once they are, anyone may follow, and nobody is thrown out if the hunt leader leaves. nobody means anyone may go in at any time.
Loot leaderThe one member who hands the loot out. nobody means any rank allowed to hand out dungeon loot may.
The two name buttonsFor a rank that may open dungeons: click for a list of the roster, and pick a name or nobody. Everyone else sees the names as text.
Loot bag (n)Opens the run's loot bag, from anywhere. The number is how many things are in it.
n have been inHow many members have set foot in the run this week. Only they can be given its loot.

With no run going the tab says so; a run is always started at its stone.

The loot bag

In a guild's copy nothing drops on the floor. Every item the creatures drop goes into the run's loot bag, whoever struck the blow, and the loot leader hands it out. Open it with the Loot button under the minimap while you are inside, or from the Dungeons tab anywhere.

Built, still being tested
The Loot window for Wooma Temple, loot leader Veyra: a ten-wide grid holding armour, axes, helmets, necklaces, bracelets, rings and a stack of 14 potions; a menu opened on the potions lists Give to Aldric, Veyra, Thorne, Kestrel and Isolde, with Morwen greyed as not online, and beside Give to Thorne a second menu offers All (14) and Some. Under the grid, 22 / 500 and Gold collected: 3,412,800.
The loot leader's right-click on a stack: who it can go to.
PartWhat it does
Dungeon, loot leaderWhose bag it is, and who hands it out.
The gridTen across, scrolling. Point at an item for its tooltip.
Right-click an itemLoot leader only: a menu of everybody who has been in the run. Anyone not online is greyed, because there is no bag to put it in. Anyone else sees Only the loot leader hands this out.
All / SomeFor a stack: give the lot, or choose how many in the amount window.
n / 500How full the bag is.
Gold collectedAll the gold the run has made this week. It went straight into the guild purse.

The rules

  • Everybody in the guild may look. Nobody can put anything in.
  • An item can go only to a member who has been in the run this week, is still in the guild, is online and has room. If they have no room, the item stays in the bag and you are told.
  • Gold from kills in a guild copy goes to the guild purse, not the killer. If the purse is full, the killer keeps it.
  • Quest items still go to whoever's quest needs them, and experience is shared as anywhere else.
  • The bag holds 500 things. Anything past that is posted to the guild's mailbox at once.
  • At the guild's reset the run closes and everything left in the bag is posted to the guild's mailbox, five items to a letter.
  • Every item handed out is written in the guild's journal: what, to whom and by whom.
Mines that are not dungeons

Mines under the open world and under islands are ordinary maps, not dungeons: everybody shares them and their creatures come back.

Built, still being tested
  • Mines. Each kind of mine has its own ores in the walls for a pickaxe to dig; see Upgrading, crafting, mining.
  • Island mines. Now and then an island has a cave in its hills whose mouth leads down one to ten floors of mine, named after the island (Gull Mine, Gull Mine Lv 2 and so on), with the creatures of the Deserted Mine; see Islands.