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Dungeons

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A Dungeon is a separate dimension with its own rules, inhabitants, and challenges. A team of several players enters it, receives provided equipment, and must advance forward, gradually defeating enemies in rooms. In the end, a powerful Boss awaits your party, and defeating it grants you the right to emerge victorious from this dimension and take all the earned rewards.


Use the /subspace command. It opens a menu listing every dungeon in the game, and for each one it shows you:

  • Where its entrance is - the coordinates of its Rift
  • How your power compares to the dungeon’s intended level
  • Your current cooldowns for that dungeon

The command is completely free and has no cooldown of its own. Check it whenever you are wondering what to run next.


To enter, you need to assemble a party using the /party command.

  • The Alpha Dungeon requires a party of four players
  • The Beta Dungeon requires a party of five players
  • The Delta Dungeon requires a party of four players

Only the party leader needs to travel to the dungeon entrance; the rest of the party can do whatever they want until the dungeon starts. Confirm entrance upon request, wait a little bit to be loaded into a generated dungeon instance, choose your class equipment, and you are ready to go!


Yes. Dungeons can be low-manned - entered with fewer players than the standard party size - on one condition: your party’s power must be at or below the dungeon’s intended power level.

  • If you are over-powered for the dungeon, low-manning is blocked. You cannot bring a small group of high-Sequence Beyonders to trivially farm content meant for weaker, larger parties.
  • Rewards are not reduced for a low-manned run. A smaller party earns exactly the same loot - it is simply harder to clear the dungeon shorthanded.

To enter the Dungeon itself, you need to find an entrance in the open world. It looks like a pillar of multicolored particles that gather in an interesting pattern, change color, shimmer, and rise above the center. It may look like this:

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Each Rift may also have a sign attached to it with a list of possible rewards, current state, name, and description.


To activate a Rift and open a passage to the corresponding Dungeon, you need to weaken it:

  1. Find its location in the world
  2. Get close to it and wait for it to knock you back
  3. Wait for the message:

The Node is too strong. You can try to weaken it. [Try?]

  1. Click on [Try?]
  2. Withstand the power of the defensive mechanism

Energy Fragments are used for weakening. The weakening progress is shown on the sign attached to the rift. Note that weakening a Rift requires the entire server’s participation - it is a community effort.


There are two separate kinds of run, with separate limits:

Run typeHow oftenWhat you get
Reward runOnce every 3 days, per dungeonFull loot
Card run2 per dayNo loot - Help Cards only

You can always see your current cooldowns for every dungeon with /subspace.


Card runs do not drop direct loot. Instead you receive Help Cards - dungeon-specific currency that can later be exchanged for valuable rewards, including Acting Bottles.

Help Cards are specific to both the dungeon and the difficulty you completed:

DifficultyHelp Card TypeExchange Value
NormalNormal Help CardStandard rewards
AdvancedAdvanced Help CardBetter rewards
MasterMaster Help CardHigh-value resources

For example, accumulating 25 Master Help Cards can be exchanged for very valuable resources. Save them up and choose your exchanges wisely!


Dungeons now have three difficulty tiers, which unlock gradually as you and your party grow in power:

  • Normal - Available from the start. Standard challenge.
  • Advanced - Unlocked as your party grows stronger. Harder enemies, better Help Cards.
  • Master - The hardest tier. Requires significant power. Rewards are substantially better.

Higher difficulties are more challenging, but the difficulty-specific Help Cards you earn make the effort worthwhile.


When entering a dungeon, each player selects a class that defines their role for the run. Classes have been significantly rebalanced:

ClassStrengthsRestrictions
TankHigh defence, enduranceCannot cast magic spells
MageIncreased magic damageCannot deal physical damage
Other classesVariesVaries

Choose your class carefully based on your party composition!