Realms of EldermyrField Guide
Field GuideDungeons & Lairs
Every way down

Dungeons & Lairs

Every place you go down into, who drops each one, and what is at the bottom. One dungeon is always open; 5 are dropped by named foes; the Sunken Citadel opens whenever a pinnacle dies; a rift can open beside you at any time.

Who drops each

Every way down

Where each one comes from, how often it appears, and whether it comes back.

  • The Sunken Dungeon The Sunken Dungeon Nothing drops it. One door in the ground near town, open from your first day, with no bottom.Never spent, never sealed. always there
  • the Broodmother's Lair the Broodmother's Lair Dropped by The Broodmother, a mini-boss at the dark wood of the Eastern Wilds.Reopens 10 minutes after a party claims it. 33.33%1 in 3 kills
  • the Hollow Colossus the Hollow Colossus Dropped by The Colossus, a mini-boss at the war-camp ruin of the Northeast Range.Reopens 10 minutes after a party claims it. 33.33%1 in 3 kills
  • the Drowned Gullet the Drowned Gullet Dropped by The Tide Leviathan, a Great Hunt beast at a far isle in the deep south-west of the Sundered Sea (sail to reach it).Reopens 10 minutes after a party claims it. 33.33%1 in 3 kills
  • the Quiet Fold the Quiet Fold Dropped by The Pale Shepherd, a pinnacle terror at the Frozen Wastes, by night.Reopens 10 minutes after a party claims it. 33.33%1 in 3 kills
  • the Sunless Trench the Sunless Trench Dropped by The Mountain Kraken, the realm’s finale at the realm’s heart, once your Vigil is complete.Sealed for good once claimed. Only another fall of its master reopens it. every time
  • The Sunken Citadel The Sunken Citadel Dropped by either pinnacle, The Drowned King or The Pale Shepherd, at level 75.Reopens 10 minutes after a party claims it. every time
  • A rift Nothing drops it. One opens near a hero on its own, lasts about 30 seconds, and costs a Dungeon Key to breach.Another opens on its own, wherever the party is standing. opens on its own
The rule behind all of them

Your run is your own

Every gate in the realm works this way. Worth reading once before the details.

RuleHow it works
Claiming a gateA gate is spent the moment a party walks through it. The dungeon behind it belongs to them, and the mouth seals.
Following a friendA sealed gate still admits anyone while the run behind it is live. They land in your dungeon, not a copy of it.
A second killKilling the boss again breaks the seal early and puts a second, entirely separate dungeon in the world beside the run already going.
When a run endsOnce the last hero climbs out, that dungeon is gone.
ReopeningEvery gate but one reopens 10 minutes after it is claimed.
The way outHowever deep you went, the ladder comes up in the home town.
No boss required

The Sunken Dungeon

The realm’s one standing door: open from your first day and unlimited in depth.

The Sunken Dungeon door
The door near town, as the map draws it

One door, near town. No boss to fell first, and no floor it stops at.

What a floor holdsHow it works
Getting in the first timeLocked until you find the Dungeon Key the Elder speaks of. Opened once, it stays open for that hero.
How deep it goesNo bottom. Floors are generated as you descend.
Floor levelFloor 1 is a level 1 floor, floor 10 a level 10 floor. The number on the HUD is the level of what lives there.
The floor bossLevelled as though the floor were twice as deep. Floor 5 holds level 5 foes and a level 10 boss.
What the boss pays2 times the experience its level already earns. The ordinary foes on the floor are unchanged.
WardensEvery 5th floor promotes its boss to a Warden: more health, a harder swing, and its own name.
How many foes4 on the first floor, one more per floor down. An elite stalker joins from floor 3, another from floor 6, another from floor 10.
The way back upA climb stands on floor 1 and every 3rd floor after it. It always comes up in the home town.
Loot on the floorA chest on every floor, plus potions and a purse. Every 3rd floor rolls the richer chest, and so does a cursed one.
Underground pays more40% more experience and 25% more gold than the same fight on the surface.
Key vaultsA rune-sealed side room, from floor 2 down, on 40% of floors. One Dungeon Key opens it; inside is the premium chest. Keys drop off the boss standing on each floor, at about the rate the vaults turn up.
The climb down

How deep is deep

Floor level and boss level by depth, off the two curves the game spawns with.

FloorWhere you areWhat lives thereThe boss at the end
1The Catacombs The Catacombs Level 1 Level 2
2The Catacombs The Catacombs Level 2 Level 4
3The Catacombs The Catacombs Level 3 Level 6
5Sunken Caverns Sunken Caverns Level 5 Level 10
10The Abyss The Abyss Level 10 Level 20
15The Catacombs The Catacombs Level 15 Level 30
20The Inferno The Inferno Level 20 Level 40

A floor is levelled on its depth; its boss is levelled as though you had gone twice as deep. The gap between the last two columns widens the further down you are.

4 faces

What a floor looks like

The dungeon cycles through themed floor sets as you descend. Each has its own palette, hazard and regulars.

The Catacombs
Floors 1 to 3, and again every 12 floors down. Pits here are plain shafts.
SkeletonCave BatSlimeBone Archer
Sunken Caverns
Floors 4 to 6, and again every 12 floors down. Pits here are plain shafts.
Dire HoundSlimeCave BatSkeleton
The Inferno
Floors 7 to 9, and again every 12 floors down. Pits here are open lava.
Dire HoundSkeletonDark Caster
The Abyss
Floors 10 to 12, and again every 12 floors down. Pits here are a lightless void.
Dark CasterBone ArcherSkeletonAcolyte
The roll on the way down

Floor twists

Every floor past the first rolls once for a twist.

  • Cursed Floor mighty foes guard a richer prize 13.5%of floors
  • Gilded Floor the very walls glitter, riches abound 13.5%of floors
  • Swarming Floor a horde stirs, many foes, but frail 13.5%of floors
  • Treasure Vault a hoard beyond counting 4.5%of floors
  • No twist An ordinary floor of the depth you are standing on. 55%of floors

Rolled once as each floor is built, from floor 2 down. Floor 1 is always plain.

Boss-dropped dungeons

The boss trials

A gate that tears open where a named foe died, leading to a dungeon built for that foe. The deeper the trial, the better it pays.

the Broodmother's Lair

A 3-floor dungeon that opens where The Broodmother falls, ending on The Thousand-Eyed at level 70.

What guards it
Warren Spider

the Hollow Colossus

A 4-floor dungeon that opens where The Colossus falls, ending on The Quarry Heart at level 75.

What guards it
Dire HoundSkeletonBone Archer

the Drowned Gullet

A 5-floor dungeon that opens where The Tide Leviathan falls, ending on The Tide-Sired at level 90.

What guards it
SlimeDark CasterBone ArcherCave Bat

the Quiet Fold

A 6-floor dungeon that opens where The Pale Shepherd falls, ending on The Bellwether at level 110.

What guards it
SkeletonAcolyteDark Caster

the Sunless Trenchalways opens

A 7-floor dungeon that opens where The Mountain Kraken falls, ending on The Trenchmaw at level 175.

The only source of permanent stats in the realm. Every hero who fought the boss rolls separately, from a pool of 6.

Clearing it remakes the realm. When the boss at the bottom falls the world is regenerated: new land, new lairs, every gate wiped and every foe back on its feet. Finish looting before you climb out.

What guards it
Dark CasterBone ArcherDire HoundAcolyte
The deep end

The Sunken Citadel

The hardest dungeon in the realm.

The Sunken Citadel

Three drowned halls, then one arena. Every guard is stamped at level 200, its master's own, rather than at the tier you are standing on, so there is no gentle first floor.

At the bottom stands The Drowned Archivist, the highest-level foe in the realm, fighting in three stances. Odds on each of its relics are in the drop table.

No boss, no gate

Rifts

A hole in the world that opens by itself, lasts under a minute, and drops you onto a deep floor for the price of a key.

A riftHow it works
Where it comes fromNothing has to die. It opens on its own near a hero who is above ground, on ordinary walkable land.
How long you haveAbout 30 seconds before it closes. One is open in the realm at a time.
What it costsOne Dungeon Key, spent by whoever breaches it. Anyone following them in pays nothing.
How deep it drops youOnto a floor between 3 and 16, scaled to the party's levels. It skips the climb, not the danger.
Purple and blueAbout 40% are blue party rifts, which stay open their full window so a whole group can dive into the same run. A purple one closes behind the single hero who takes it and sits one floor shallower.
What is down thereAn ordinary dungeon floor of that depth. Climb out the usual way.
Whose run it isIts own, exactly as a gate’s is. Diving in never lands you in somebody else’s dungeon.
Where they stand

Lairs and territory

Where each fixed foe stands, how much ground it owns, and which door its death opens.

A lair-bound boss hunts you anywhere inside its own ground and will not follow you a step beyond it. Leave and it walks home and heals, so chipping one from outside its territory does nothing.

Mini-bosses, 12 tiles of ground each
  • The Hierophant The Hierophant the ruined shrine of the Western Marches, and the 12 tiles around it.Opens no gate. Its signature piece is the prize. Level 25
  • The Broodmother The Broodmother the dark wood of the Eastern Wilds, and the 12 tiles around it.Opens the Broodmother's Lair. Level 65
  • The Emberkeg The Emberkeg the cinder crater of the Emberwaste, and the 12 tiles around it.Opens no gate. Its signature piece is the prize. Level 45
  • The Hexbinder The Hexbinder the frozen strip of the Northern Wastes, and the 12 tiles around it.Opens no gate. Its signature piece is the prize. Level 55
  • The Colossus The Colossus the war-camp ruin of the Northeast Range, and the 12 tiles around it.Opens the Hollow Colossus. Level 60
Great Hunts, 24 tiles each
  • The Frost Titan The Frost Titan the Frozen Wastes (far north), and the 24 tiles around it.Opens no gate. Its signature piece is the prize. Level 60
  • The Storm Roc The Storm Roc the high wilds (northeast), and the 24 tiles around it.Opens no gate. Its signature piece is the prize. Level 55
  • Emberhorn the Scorched Emberhorn the Scorched the Emberwaste (far southeast), and the 24 tiles around it.Opens no gate. Its signature piece is the prize. Level 65
  • The Tide Leviathan The Tide Leviathan a far isle in the deep south-west of the Sundered Sea (sail to reach it), and the 24 tiles around it.Opens the Drowned Gullet. Level 70

The two pinnacles keep no fixed lair. They rise where their own conditions are met, a shipwreck in the near reaches of the Sundered Sea and the Frozen Wastes, by night, in a ring that shrinks as the fight goes on. The Mountain Kraken wakes at the heart of the realm once your Vigil is complete.