The whole manual, open to read before you start — every stat, curve, drop rate and rule the game runs on. Nothing here is hidden from new players.
Up to three players, one descent, turn-based. This is the only fight not resolved in a single call: everyone picks an action on their own turn. Playing alone? The leader can fill empty slots with an Echo: a snapshot of any player who has cleared the stage, fighting automatically at 75% strength with their own skill order. Echoes act instantly, never drink potions, and earn nothing; every reward stays with the real players.
Eleven rooms: six fights, four chests, and the throne. Every route ends at the throne, in three rooms or six. Rooms spawn by stage: a fixed count of Alphas (and Bosses from stage 5) plus a random handful of regulars. Ten seconds per turn; if it runs out you do a normal attack.
| Stage | Ordinary room | Throne |
|---|---|---|
| 1-2 | 3-5 regulars | 2-4 regulars + 1 Alpha |
| 3-4 | 2-4 regulars + 1 Alpha | 1-3 regulars + 2 Alphas |
| 5-6 | 1-3 regulars + 2 Alphas | 0-1 regulars + 2 Alphas + 2 Bosses |
| M and M+ | 0-2 regulars + 3 Alphas | 2 Alphas + 3 Bosses |
Alphas and Bosses are drawn independently, so duplicates are normal (the same Boss twice on Stage M’s throne is not a bug).
Two attempts per day, plus one per active Premium Pack and two more with the Dungeon Dweller pack. M+ runs never spend one. Leaving the lobby spends the attempt even if the run crashes, so finish what you start.
| Rule | How it works |
|---|---|
| Turn order | Highest Speed acts first; ties go to players |
| Cooldowns | Counted in your own turns, and carried between rooms |
| HP Regen | Every 2nd turn you take — turn 2, 4, 6, and so on |
| Dying | Revived at 50% for the next room, if anyone survived |
| Full wipe | The run ends |
| Time limit | 15 minutes per run on stages 1-6, 30 on Stage M and M+. The clock sits beside Abandon; the run fails when it expires. On M+ each death cuts 30 seconds off. |
| Abandoning | In a party of two or three, Abandon opens a 30-second vote — it takes two agrees (the caller counts as one) to end the run |
Stages open one at a time. Stage 1 is open from the start; every stage after needs the one below CLEARED (reaching the throne, not just attempting).
The Achievements Hall’s Dungeon section shows which stages you have cleared, so it doubles as your map of what is locked.
Past Stage M are fifty difficulties: M+1 through M+50. Clear Stage M and all open at once; pick any difficulty at the gate. Each step adds +100 to all three monster levels, and every monster (Mimics included) gets +10% HP and +10% damage, or +15% on every 5th step (M+5, M+10, …).
M+ pays NOTHING: no kill tokens, chest loot, clear EXP or first-clear. The reward is the Dungeon leaderboard: highest difficulty cleared, ties broken by fastest clear.
A leader waiting in an M+ staging room with a free slot can RALLY: one short call, sent to Global Chat as its own kind of message, with a Join link on it. Anyone who could actually join that party also gets a banner for 15 seconds.
Settings has a Notifications switch for rally invites. It travels with your character rather than with the browser, so turning it off once is enough on every device.
Once you have cleared a stage (solo, party or Echoes), Quick Clear appears beside Raise a Party. It rolls a REAL descent (same dice, room spawns and chest guardians), wins every fight for you, and pays what a live run pays: kill loot, chest hauls and the clear bonus.
Quick Clear is for farming a stage you already cleared. It never unlocks anything. A Quick Clear of Stage M does not open the M+ band; only a live re-clear does.
Everyone except the leader must press Ready before the run starts. The button pulses until pressed; the leader’s Enter button stays disabled (showing how many it waits on) until everyone is ready.
Joining a party leaves you NOT ready, so a leader cannot start the run before you have picked a potion.
Leaving the staging room leaves the party (the leader leaving disbands it). You are asked to confirm. An empty lobby closes after five minutes.
In the run, only the leader moves the party: the Battle / Open / Roll Dice button and clicking a room on the map. Your own turn is yours.
A 10,000-slot overflow store on the Dungeon page, shared between gear and tokens. Anything a run pays you that will not fit in your normal bags lands here instead of being lost.
| Rule | How it works |
|---|---|
| Capacity | 10,000 slots, gear and tokens together |
| What goes in | Only what will not fit in your normal bags |
| During a run | The cap is soft — a descent may push you past 10,000 |
| Starting a run | Blocked while the bank is full or over |
| Getting it out | Click anything to withdraw it, or Transfer All to empty the bank in one press |
Banked gear cannot be equipped until withdrawn. A token stack withdraws as much as your Misc. bag can hold, so a partial withdrawal is normal.
The soft cap is why the bank can read 10,009 / 10,000: loot is never refused mid-run, so the limit is enforced when you start the NEXT run. Transfer All is all-or-nothing: if your bags are short it tells you by how many slots.
The first clear of each stage pays a one-off milestone, claimed at the Achievements Hall under Dungeon. Re-clearing pays nothing.
| Stage | Achievement tokens | Title | Title effect |
|---|---|---|---|
| 1 | 500 | — | — |
| 2 | 1,000 | Dungeon For Dummies | +10 Stamina |
| 3 | 1,500 | Accidental Explorer | +20 Stamina |
| 4 | 2,000 | Labyrinth Seeker | +50 Stamina |
| 5 | 2,500 | Shadows of the Labyrinth | +100 Stamina |
| 6 | 3,000 | Labyrinth Master | +250 Stamina |
| M | 5,000 | Mythic Labyrinth Conqueror | +500 Stamina |
Titles land when you CLAIM the achievement, not when you clear the stage. Wear one from the Character Loadout’s Title tiles — Effect applies the stats, Display just shows the name.
Stage 1 pays tokens only; stages 2 and up add a title. Stage M pays 5,000 tokens and the biggest dungeon title, +500 Stamina with a dark shadow glow. M+ has no first-clear.
One loot roll per kill, plus chests. Every party member gets the FULL amount, nothing is split. M+ is not in the tables because it pays nothing.
| Stage | Monster / Alpha / Boss level | Tokens per monster | Alpha accessory tokens | Alpha accessories |
|---|---|---|---|---|
| 1 | 55 / 53 / 50 | 3 | 5 | 2 |
| 2 | 110 / 105 / 100 | 5 | 10 | 4 |
| 3 | 220 / 210 / 200 | 7 | 15 | 6 |
| 4 | 440 / 420 / 400 | 9 | 20 | 8 |
| 5 | 660 / 630 / 600 | 11 | 25 | 10 |
| 6 | 880 / 840 / 800 | 13 | 30 | 12 |
| M | 1,100 / 1,050 / 1,000 | 15 | 35 | 15 |
Levels are flat: every regular monster in a stage is the first number, every Alpha the second, every Boss the third. Weapons and armor do not drop in the dungeon. Accessories come from Alphas; a Boss kill pays double an Alpha’s accessory tokens with the same accessory count.
| Stage | Chest achievement tokens | Chest gold | Chest random tokens | Clear bonus |
|---|---|---|---|---|
| 1 | 500 | 1,000,000 | 7 | 2,000,000 EXP |
| 2 | 1,000 | 2,000,000 | 7 | 4,000,000 EXP |
| 3 | 1,500 | 3,000,000 | 7 | 6,000,000 EXP |
| 4 | 2,000 | 4,000,000 | 7 | 8,000,000 EXP |
| 5 | 2,500 | 5,000,000 | 7 | 10,000,000 EXP |
| 6 | 3,000 | 6,000,000 | 7 | 12,000,000 EXP |
| M | 4,000 | 8,000,000 | 7 | 15,000,000 EXP |
Chests are on doors and the throne only. The clear bonus pays once, on taking the throne; a wipe never sees it.
A full bag sends overflow to the Dungeon Bank. Clear space before a deep run anyway: a full bank blocks your NEXT descent.