Dungeons¶
Dungeons are where Lyonspyre's progression lives. Every dungeon mints its own talent points from the gold its creatures drop, pays a depth bonus the deeper you push, and holds at least one named boss with mechanics you have to read. Nothing in a dungeon is safe, and nothing in one is given.
The Crown calls the great dungeons the Seals, and holds that something was shut beneath each of them when Lyonspyre was founded. Whether you believe that or not, the Warden's Commission pays for every creature put down below ground. The Chronicle has the rest.
The dungeons¶
-
The first dungeon, south then east of town. Two descending levels and a boss room where the Rat King grows as he fights. Veska sends you here on Coin from the Deep.
-
The Depths
Two levels reached through the entrance south of town at 3329, 2628, where the Warden's weekly purge sends you next. Its creatures teach the ground-marker language, its second level holds the hardest tames in the realm, and its own talent pool.
-
A four-level water-filled ruin: the Drowned Vestibule, the Broken Aqueduct, the Tidal Sanctum and the Tideheart. All four levels share one talent pool. Its creatures are still being placed.
-
A stone fortress ruin held by the Pale Order: courtyard, column-lined hall, cloisters and sanctuary. Its own talent pool, its own hounds to tame. Not yet open to players.
-
Six creature families across snow, desert, forest, mountain, lava and shore, each pitched at the difficulty of The Depths' second floor.
-
Every named boss, its tier, its mechanics and how to beat it. Raid bosses, dungeon bosses, and the ones that grow.
What every dungeon shares¶
- Talent points are per dungeon. Points earned in The Pit do nothing in The Depths. Each dungeon is its own progression box, and you build for the place. See Dungeon Talents.
- Depth pays. Deeper zones carry a gold multiplier on every kill. See Dungeon Depth & Rewards.
- Bosses hold aggro. Named bosses fight from a threat table, so a tank can hold them while the party works. Every boss fight is recorded in Boss Encounters.
- Creatures telegraph. Special attacks mark the ground before they land. Step clear. See Creature Special Attacks.
- Mounts wait at the door. You dismount on entry and remount automatically on the way out. See Dungeon Mount Stash.
- The Ledger has work for you. Each dungeon posts weekly hunts on the Crown Ledger that pay Crown Marks and Standing on top of the loot.