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Dungeons: twenty delves to explore

Dungeons have arrived. Twenty private delves for parties of 1 to 5 now stand open across Aethermere, from level 10 all the way to 99. Each has its own bosses, unique rewards and two Chronicle pages, and a tougher Lamplit mode opens once you have cleared it on Normal.

How delves work

  • Find an entrance at its landmark (they are on the world map's new Dungeons layer) and open the entrance card. It shows your party's roles, who can enter, Normal or Lamplit, your lockouts and your place in line if every delve is busy. Everyone answers the ready check with Y or N, or the buttons.
  • Inside, the world fades to the delve's own themed halls and your minimap shows its floor plan. You can join a run in progress, respawn at the last lit checkpoint, rejoin after a disconnect, and leave with the Leave button. The tracker shows bosses down, run time, your checkpoint and plates being held.
  • Telegraphs: gold circles with pips need that many players inside. A yellow ring on a player means gather on them, a violet ring means move away. Blue runes are plates to hold, dark wedges behind pillars are the only safe ground from a room-wide blast, a glowing line links two players, and numbers show an order or a stack count.
  • Stagger and weak points: hit hard while a boss casts to break the cast. Weak points glow, and an aimed hit that lands in one flashes a tick round your crosshair.
  • Press E next to a loose object such as a lantern or keg to pick it up.

Rewards

  • Delver's Marks from every boss's daily cache (resets 00:00 UTC), the end chest, and the Delver's Bounty for your first full clear of each delve every week (Monday reset). Lamplit pays half again.
  • Whisperbound Caches can hold one of that delve's uniques, and every empty cache raises your chance next time.
  • Fair loot: everyone inside when a boss falls gets their own roll, healers and fallen friends included, but not anyone idle for two minutes. A unique that dropped for you can be traded to someone from that run for ten minutes.
  • The Delvers' Quartermaster in Lampwatch sells the Delver's Scarf, the Delver's Wrap and each delve's uniques for Marks.

The dungeons

  • The Hollow Hill Warrens (10-16). At Hollow Hill in the Listeners' Downs, south-east of Kettlewell. Goblins are hoarding three hundred years of lamp oil in an old cellar. Bosses: Snagtooth the Tunnel-Boss, Old Mother Mildew, Grumblegut and Whisk. Pet: Mildewling.
  • The Knoll Delvings (13-19). In the side of the Kings' Knoll in the Ironfoot Fells, east of Stonebrook. Warcamp sappers dug into a barrow and woke its king. Bosses: Foreman Rattlejaw, the Barrow-King's Bones, Gobbo Smeltmaw.
  • The Listeners' Undercroft (16-22). An old drain near the Listeners' Stones, west of Kettlewell. Needs The Lamp and the Lodge. The Hushed are drinking the Stones' hum. Bosses: the Muffled Choir, the Bellwarden, the Grey Man.
  • The Mapleroot Hollows (19-25). In the Hollow of Seven Oaks in the Thornwood, north-west of Highpost. Bandits, wolves and a sapling grown far too big. Bosses: Red Hessa, Grizzlemaw, the Sap-Drinker. Pet: Hollow Pup.
  • The Silverrun Sluices (22-28). Under the old weir outside Silverford. A cheating toll-keeper still weighs everyone who passes. Bosses: the Last Toll-Keeper, Lockjaw, Captain Silt Varrow.
  • The Sunken Belfry (25-31). Under the Lantern Shrine isle in Lake Sael, east of Lakehearth, by ferry or the Wading Way. Needs The Keeper's Tale. A drowned bell-tower whose ringers still ring. Bosses: the Silt Choir, Bellringer Oweth, the Bell That Remembers. Pet: Bell Minnow.
  • Wreckers' Grotto (28-34). At Wreckers' Cove on the Saltmire coast, south-west of Gull's Rest. Someone still lights the false lamps, and the tide floods the caves on a timer. Bosses: the False Lamp, Hookhand Morrow, the Tidewreck.
  • The Heartwood Deep (32-38). A cave by Heartwood Pond in the Thornwood, north-west of Greenwatch. A cathedral of the oldest roots, gone sour. Bosses: Thornmother, Bramblegaunt, the Heartwood. Pet: Sproutling.
  • The Greystope Depths (35-41). The lower adit of Old Greystope Mine, west of Dunmar Hold. The buried shift is still working. Bosses: Shift-Boss Skarn, Lampless Kettil, the Vein-Eater. Pet: Lamp Beetle.
  • The Vine Temple (38-44). On its causeway in the Verdant Deep, north-east of Mossbridge. The vine still guards the temple from a storm long passed. Bosses: the Fen Coven, Mudjaw, the Gardener's Vine.
  • The Hall of Nine Clauses (42-48). In the Echoing Gorge in the Stonewake Canyons, south-west of Dhurrun's Cut. Needs The Law of the Cut. An ancient court still in session. Bosses: the Sentinel of No One Above, the Twin Judges, the Echo Magistrate.
  • The Lampless Crypts (46-52). Under the Crypt Fields in the Hollow Barrow, south-east of Lampwatch. Every grave-lamp has gone out. Bosses: Hushed Adept Pell, Sir Hallow the Unlit Knight, the Lamp-Eater.
  • The Buried Stair (50-56). Under the dunes north-east of Sunhaven. Needs The Scholar's Rubbing. Down into Ashar-Sul, held in the Great Noon. Bosses: the Sundial Sentinel, the Five Unnamed, Vizier Teshet. Pet: Sun Scarab.
  • The Tidehold Deeps (54-60). By ferry from Gull's Rest to the Drowned Crown. A sunken city whose flats flood on the pilot's count. Bosses: Pilot Ammeline, the Coral Colossus, the Lampkeeper Below. Pet: Tide Sprite.
  • The Open Window (58-64). Past the last Sky Stair Stone, south-east of Windbell Abbey. An aerie above the clouds. Bosses: the Gale Sisters, Wingwarden Talloch, the Unshut Window, and Saphrine the Elder Wyrm, who may let you go if you ask properly.
  • The Deepforge (62-68). An adit beside the Lamplit Gallery, east of Dunmar Hold. Needs Heart of the Mountain. The first Dunmar halls, where the engines never stopped. Bosses: the Bellows Twins, the Anvil-Warden, the Slagmother, Forgemaster Ingrith.
  • The Stair That Asks (68-74). Inside the Veilspire, by the Veilspire Observatory. A tower stuck in the middle of one question. Bosses: the Question, the Constellation Warden, the Moving Stair, Ilarion's Echo. Pet: Little Star.
  • Rimehold (74-80). On the Field of Frozen Banners, east of Lastlamp. Needs The Field of Frozen Banners. A keep frozen with its garrison at their posts. Bosses: the Captain of the Line, the Frostbound Banner, Old Whitepelt, the Last Marchwarden.
  • The Nine Anvils (80-88). Behind the Smelter's Vault door, north of Ashfall Camp. Needs The Smelter's Vault. Cinderhold's forge-kings still ring their anvils. Bosses: the King's Table, Cinder Prime, the Automaton Choir, the Ninth King. Pet: Ember Cog.
  • The Hush Beneath (88-99), the deepest dungeon in the world. From Corvane's ritual circle in the Hollow Barrow, east of Lampwatch. Needs The Hollow Below. Where the Hushed made silence into a faith. Bosses: the Quietus, the Unsung Choir, the Hollow Herald, the Echo of the Hollow King.

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