What are dungeons?
Dungeons are private adventures for your party. When your party enters, Alduin creates its own copy of the dungeon just for you: its own monsters, puzzles, boss and timer. Nobody else can walk in, steal your kills or take your loot, and two parties can play the same dungeon at the same time without ever meeting.
There are three dungeons, from easiest to hardest:
| Forgotten Crypt | 8+ | 14+ | 2–4 | The Forgotten King | 5–10 (Hard 10–20) |
| Emberfall Caverns | 18+ | 24+ | 2–4 | Infernos, the Molten Guardian | 10–15 (Hard 20–30) |
| Abyssal Sanctuary | 26+ | 32+ | 2–4 | Nyxara, Queen of the Abyss | 15–25 (Hard 30–50) |
- Alduin Coins
- from 5 full clears per week (all dungeons together)
- After that
- gold, experience and treasure as usual, but no Alduin Coins
- Week starts
- Monday 00:00 UTC
- Bigger parties
- monsters and bosses have +15% HP per extra member
- Weekly chest
- after 3 clears: 5,000 gold, 4,000 experience, 10 Alduin Coins and a 5% chance of a crown
Where to start
The Dungeon Master and the Dungeon Gate stand in the south-east corner of Aeven's town square. Click (on a phone: tap) the Dungeon Master to open the dungeon window. The Dungeon Master also buys the materials you bring back from dungeons.
The dungeon window has four tabs:
- Dungeons: every dungeon with its level, party size, boss and the rewards you can earn. Pick a dungeon and Normal or Hard.
- Party: your party members with their level, HP and where they are. The leader can hand over leadership or remove a member here.
- Rewards: how many full-reward clears you have left this week, your weekly dungeon chest and any stored rewards waiting for you.
- Records: your clears, fastest times, achievements and titles.
Forming a party
- Invite your friends to a party as usual (right-click or tap a player and choose Party). Dungeons need 2 to 4 players.
- Everyone walks to the Dungeon Master or the Dungeon Gate.
- The party leader picks the dungeon and difficulty and presses Start.
- Everyone gets a ready check. When every member presses Ready, the whole party is taken inside together.
Everyone must be in the party, standing near the Dungeon Master or the Gate, high enough level for the dungeon and difficulty, and not already in another dungeon. The window tells you exactly who is missing what.
A single player can start a practice run of a dungeon on Normal to learn the way. Practice runs give reduced gold and experience, no Alduin Coins, no rare items, and do not count for the week.
Inside the dungeon
The dungeon tracker in the corner shows the time left, the current objective and its progress. Every dungeon has three stages and a boss:
- Puzzles give their clue inside the dungeon: walk up to an inscription, crystals or a seal and the tracker shows the clue to the whole party. The order of the levers, valves and runes changes every run, so read the clue each time.
- A wrong answer never traps you: the puzzle simply resets (and a few monsters may wake up).
- Pressure plates must be held at the same time. A plate stays pressed for a few seconds after you step off, and longer when your party is small.
- Each cleared stage unlocks a checkpoint.
Bosses
Every dungeon ends with a boss with a boss bar at the top of the screen. Bosses have several phases, call in helpers, and use special attacks:
- Red, fiery or dark tiles light up on the ground first: that is where the attack will land. Step off them before they explode!
- Some attacks leave lingering ground (lava, curses, corruption) that hurts while you stand on it.
- Some bosses become invulnerable for a while until you destroy something, or enrage when their health runs low.
If every party member falls during the boss fight, the boss heals back to full and you try again from the checkpoint.
Dying, leaving and reconnecting
- If you fall inside a dungeon, you come back to life at the last checkpoint of your run, healed, and can rejoin the fight.
- If you disconnect, just log in again: while your run is still going you are brought back inside. If it has ended, you appear in Aeven by the Dungeon Gate.
- If you leave a run, you can go back in through the Dungeon Master while your party is still inside (Rejoin). A player removed from the party cannot rejoin.
- When the time runs out, or everybody leaves for a few minutes, the run ends and everyone still inside returns to Aeven.
Normal and Hard
Hard needs a higher level and is a real step up: monsters have more HP and hit harder, bosses have more HP, attack more often with larger areas and extra abilities, lingering ground lasts longer, and a party can only wipe a few times before the run fails. In return Hard gives more gold, experience and Alduin Coins and better chances at the rare rewards. Each dungeon's page compares both difficulties.
Rewards
When the boss falls, every party member gets their own rewards straight into their bag: gold, experience, Alduin Coins, materials and a personal roll for each rare item. Nothing drops on the ground, so nobody can grab your loot, and pets cannot pick it up. If your bag is too full, the rest is stored and waits for you in the Dungeon Master's Rewards tab.
After the boss, a completion summary shows your time, your part in the fight and what you received, and the vault behind the boss opens with a treasure chest and a return portal to Aeven.
Your reward depends on how much you helped:
- Full reward: you were there for most of the run, took part in the fight (damage, healing or puzzles) and were not idle.
- Partial reward: you helped only a little (for example you joined late). You get half the gold and experience and the usual materials, but no Alduin Coins and no rare items.
- No reward: you were idle or away for the run.
Alduin Coins and the weekly limit
Dungeons are one of the ways to earn Alduin Coins. Each player earns Alduin Coins from a limited number of full clears per week, counted over all dungeons together. After that, clears still give gold, experience, materials and your rolls for rare items, but no more Alduin Coins until the next week. The dungeon window shows how many coin clears you have left and when the new week starts; the rules right now are in the table at the top of this page.
Weekly dungeon chest
After a few full clears in a week, a weekly dungeon chest waits for you at the Dungeon Master with extra gold, experience, Alduin Coins and a small chance of one of the dungeon crowns. Open it in the Rewards tab; you can open it once per week.
Achievements and titles
Clearing dungeons earns achievements. Every achievement is also a title you can wear from the Records tab:
| Crypt Conqueror | Clear the Forgotten Crypt |
| Emberfall Champion | Clear Emberfall Caverns |
| Abyssal Slayer | Clear the Abyssal Sanctuary |
| Dungeon Veteran | Clear 25 dungeons |
| Master Dungeon Explorer | Clear every dungeon on Hard |
Dungeon clears also count for dungeon adventures on the Adventure Board.