ZENKO WIKI / DUNGEONS & RAIDS
The 29 dungeons across 6 regions · stamina · required power · Gold + material curves · raid rewards & the reveal cinematic (traced to the live game tables)
Wiki Mechanics Dungeons & Raids
Dungeons & Raids 29 Dungeons · 6 Regions

Dungeons & Raids

Dungeons are the game's core loop and — after the 2026-07-01 economy rework — its main Gold faucet. You send a party into a raid, wait out a short timer, then Claim to reveal the rewards: bulk crafting materials, a big pile of Gold, combat EXP for every party member, and a chance at relics, wild creatures, and rare eggs. There are 29 dungeons grouped into 6 regions — five regions of 5, plus the four-dungeon endgame Abyss.

GOLD IS ABUNDANT · GEMS ARE SCARCE

The rework multiplied dungeon Gold by 2.5× so grinding raids is how you earn the everyday currency. Gems stay premium — the only depth-gated dungeon reward is the Gem Catalyst, the rare binder in the Gem recipe. Shards were removed entirely.

What every raid drops

Every dungeon — even the very first one — drops all three base materials ( Glimmer Dust, Mana Shard, Astral Core). Materials are not gated by depth: any player can gather a full Gem recipe from low-level raids. Deeper dungeons simply drop more (quantity scales 1.0× → 1.5× from d1 to d29) and pay more Gold, so they stay the better farm despite costing more stamina. Only the Gem Catalyst and Gems themselves are throttled.

Guaranteed each raid
Glimmer Dust4–8+
Mana Shard2–5+
Astral Core1–3+
Relic Shard2–5+
Goldscales
Party EXP20 × id
Chance-gated
Gem Catalyst (pity)accrues
Catalyst jackpot≤ 15%
Relic drop≤ 5%
Rare Egg≤ 5%
Wild Creature≤ 4%

Base quantities scale up with depth (the "+" above) and are further multiplied by your party's overpower ratio (see Drop scaling). Party EXP is 20 × dungeon id per creature per claimed run.

Stamina The soft throttle

Each raid costs stamina, the throttle on how many runs you can chain. Your bar caps at 180 and regenerates +1 every 2 minutestwice as fast (+1/min) while resting in the AFK Zone.

SourceRateNotes
Max stamina180Full bar refills in ~6h active (~3h resting)
Passive regen+1 / 2 min30 / hr, always on
Resting in AFK Zone+1 / minDouble regen while parked at the campfire (~3h full)
Instant full refill150 $ZOLANAOne tap → bar to 180, however empty; token → treasury → burned

Per-run cost rises by region: 6 in Meadow Hollows up to 22 in the Abyss (full table below). Tap the stamina HUD to recharge; account relics can raise the cap and speed regen.

The 6 Regions Depth ramps everything

Regions bundle 5 dungeons each and set the stamina cost, element theme, and rare-egg tier. Duration, required power and Gold ramp per-dungeon inside the region (not flat). Element themes govern which wild creatures and rare eggs a region can drop.

RegionDungeonsStamina DurationReq. Power Gold / runElementsRare Egg
Meadow Hollows1–561m–2m124–2,710210–4,997Terra · FloraForest
Tidal Caverns6–1082m15s–3m15s3,896–11,0442,580–13,187Aqua · AeroOcean
Ember Depths11–15103m30s–4m30s13,478–26,0818,611–33,234IgnisVolcano
Shadow Reach16–20144m45s–5m45s29,996–49,00114,551–49,717VoidMystery
Celestial Spire21–25186m–7m54,635–78,67221,293–67,948LuxMystery
The Abyss26–292230m101,510–124,236114,853–334,563Flora · Aero · Lux · VoidMystery

Gold shown spans the min of the region's first dungeon to the max of its last. Required Power is the gear-adjusted entry floor: round(120 × id1.85 × (1 + gear expectation)). The Abyss (region VI) applies an additional ×1.20 endgame multiplier so every one of its dungeons gates at ≥100k power.

All 29 Dungeons Exact curves

Every dungeon's exact numbers, straight from the generator. Material ranges are the base roll (before the overpower multiplier). "Catalyst" is the per-run base Gem-Catalyst rate that feeds the pity accumulator.

#DungeonStamTime Req. Pwr Cat. Gold
I · MEADOW HOLLOWS · Terra / Flora · stamina 6
1Sunny Glade61m00s1244–82–51–30.005210–525
2Bramble Path61m15s4594–82–51–30.010554–1,385
3Mossy Hollow61m30s9984–82–51–30.015978–2,444
4Thornwood Run61m45s1,7474–82–51–30.0201,463–3,656
5Verdant Deep62m00s2,7104–92–51–30.0251,999–4,997
II · TIDAL CAVERNS · Aqua / Aero · stamina 8
6Dripstone Cove82m15s3,8964–92–51–30.0302,580–6,450
7Pearl Grotto82m30s5,3144–92–61–30.0353,202–8,004
8Echoing Shoals82m45s6,9715–92–61–30.0403,860–9,649
9Riptide Tunnel83m00s8,8785–92–61–30.0454,552–11,379
10Abyssal Mouth83m15s11,0445–92–61–30.0505,275–13,187
III · EMBER DEPTHS · Ignis · stamina 10
11Cinder Vent103m30s13,4785–92–61–40.0558,611–21,528
12Magma Gallery103m45s16,1885–102–61–40.0609,727–24,317
13Ashfall Hall104m00s19,1865–102–61–40.06510,880–27,201
14Smoldering Pit104m15s22,4815–102–61–40.07012,070–30,175
15Pyre Core104m30s26,0815–103–61–40.07513,294–33,234
IV · SHADOW REACH · Void · stamina 14
16Dusk Threshold144m45s29,9965–103–61–40.08014,551–36,377
17Umbral Maze145m00s34,2365–103–61–40.08515,840–39,600
18Wraithgate145m15s38,8115–103–71–40.09017,159–42,899
19Nightmarsh145m30s43,7305–113–71–40.09518,509–46,272
20Void Antechamber145m45s49,0015–113–71–40.10019,887–49,717
V · CELESTIAL SPIRE · Lux · stamina 18
21Dawnstep186m00s54,6355–113–71–40.10521,293–53,231
22Astral Climb186m15s60,6426–113–71–40.11022,725–56,814
23Starlit Vault186m30s67,0296–113–71–40.11524,185–60,462
24Empyrean Gate186m45s72,9496–113–71–40.12025,669–64,174
25Celestial Apex187m00s78,6726–113–71–40.12527,179–67,948
VI · THE ABYSS · Flora / Aero / Lux / Void · stamina 22 · ≥100k power · endgame
26Verdant Abyss2230m00s101,5106–123–71–40.130114,853–287,134
27Howling Abyss2230m00s108,8526–123–71–40.135121,085–302,713
28Radiant Abyss2230m00s116,4286–123–71–40.140127,410–318,524
29The Abyss2230m00s124,2366–123–82–50.145133,825–334,563

Gold rolls uniformly between the min and max shown: goldMin = round(300 × id1.4 × regionMult), goldMax = round(750 × id1.4 × regionMult), where regionMult = 0.7 for regions I–II, 1 for III–V, and 4 for the Abyss. Duration ramps smoothly from 1m (d1) to 7m (d25); the ramp tops out at 8m by d29, but the Abyss (d26–29) overrides to a fixed 30m.

Drop Scaling & the Gem Catalyst Overpower rewards

Two multipliers reward bringing a stronger-than-required party. Both key off the overpower ratio R = party power ÷ required power.

Material multiplier

Base material quantities are multiplied by R, clamped to [1, 2.5]. Bring 2.5× the required power and every mat drop is 2.5× as large. Account relics can add a further +10% drop rate on top.

Gem Catalyst — the pity system

The Gem Catalyst is the rare binder in the Gem recipe (1 Gem = 100 Glimmer + 50 Mana + 20 Astral + 10 Catalyst + 200,000 Gold). It does not roll as a quantity; instead each raid adds a fractional credit at rate 0.005 × id × R (capped at 0.20 per run) to a running accumulator — you mint 1 catalyst every time it crosses 1.0, so every raid visibly advances toward the next one (zero variance, "N raids to go").

On top of the pity accrual, each raid also rolls a real jackpot chance — min(15%, (0.02 + 0.004 × id) × R) — to strike 1 catalyst instantly (with a 20% chance of a second). The first claim of each day can also fire a Catalyst Lodestone account relic for a free +1.

GEM THROUGHPUT IS CAPPED SEPARATELY

Farming catalysts and Gold lets you craft Gems, but total Gem output is capital-first gated by daily craft caps (a shared FCFS pool + a holdings allotment; whales are stamina-gated only). Grinding dungeons harder speeds materials and Gold — not the Gem ceiling. See Economy & Market.

Raid Rewards The extra-drop ladder

Beyond guaranteed Gold + materials, every claim rolls an independent ladder of bonus drops. Chances rise with depth (and, for some, overpower). All are hard-capped so no single raid can be farmed for everything.

RewardChance / runDetails
Relic ShardGuaranteed2–5 + depth bonus (id ÷ 6). The cheap base part for crafting Common combat relics.
Catalyst Jackpot≤ 15%Instant 1–2 catalysts, on top of the pity accrual.
Combat Relic≤ 5%min(5%, 0.003 × id × overpower). Rarity is region-weighted (below); value rolls a ±15% god-roll band plus Rare+ substats.
Rare Egg≤ 5%min(5%, 0.002 × id). Region egg type (Forest / Ocean / Volcano / Mystery); deeper regions (Shadow Reach and up) drop the Mystery Egg.
Wild Creature≤ 4%min(4%, 0.0015 × id). A region-element species at a Rare-weighted rarity; ~30% are raid-exclusive species.
Combat EXPGuaranteed20 × id per party creature; auto-levels each member (no Gold gate since the rework).

Region-weighted relic rarity

When a raid drops a relic, its rarity is rolled by region — deeper regions skew rarer. No region drops Mythical relics; those come only from special raids and events:

RegionUNCRAREEPICLEGMYTH
Meadow Hollows70%28%2%
Tidal Caverns50%40%9%1%
Ember Depths30%45%22%3%
Shadow Reach15%40%33%12%
Celestial Spire5%30%40%25%
The Abyss20%45%35%

Within a rolled rarity the specific named relic is uniform — so deep-region Legendary drops are the realistic path to top-tier gear. Full catalog on the Relics page.

Co-op Raid-Boss & the Reveal The payoff

The claim reveal cinematic

A run isn't instant loot — Claim plays a three-beat cinematic that turns the reward into a moment:

  • Anticipation — the party marches in and the dungeon tension builds.
  • Scripted battle — a short live skirmish plays out against the dungeon's threat.
  • Sequenced reveal — Gold and materials tally up, EXP bars fill (celebrating any level-ups), and any relic / wild creature / egg drop is unveiled last.

The whole run is provably fair: a server seed is committed before you start and revealed on claim, so every roll can be verified. You can always skip the cinematic (it fires a single summary toast instead), and Claim All resolves a stack of finished runs silently into one aggregate toast.

CLAIM-TIME RNG

All drop RNG is rolled at claim time, not start — so nothing is decided until you finish the run and the committed seed is revealed. Runs resolve exactly once (a concurrent double-claim is blocked server-side).

Co-op raid-bosses

Beyond the solo 29, the town hub hosts co-op raid-bosses — shared, tougher encounters players tackle together for premium loot. Roughly 30% of wild-creature drops are raid-exclusive species — bigger creatures that never appear in eggs and can only be earned from raids. The deepest raids and special events are also the sole source of Mythical relics, which never appear in the gacha.

COMING SOON — EGG DROPS MOVING TO THE RAID BOSS

A new co-op Raid Boss is in development, and we're moving egg drops onto it — the Mystery Egg and rare eggs will become a shared, team-based chase rather than solo-dungeon drops. Solo dungeons keep their Gold + material rewards; the egg-drop rates on this page reflect the current system and will be revisited when the Raid Boss ships.

Party power (the entry gate) sums each creature's Effective Power across rarity × stage × variant × combat level × equipped relics. Bring stronger creatures to push a region deeper and multiply your haul — see Combat & PvP for the power formula.