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.
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.
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.
Each raid costs stamina, the throttle on how many runs you can chain. Your bar caps at 180 and regenerates +1 every 2 minutes — twice as fast (+1/min) while resting in the AFK Zone.
| Source | Rate | Notes |
|---|---|---|
| 180 | Full bar refills in ~6h active (~3h resting) | |
| +1 / 2 min | 30 / hr, always on | |
| +1 / min | Double regen while parked at the campfire (~3h full) | |
| 150 $ZOLANA | One 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.
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.
| Region | Dungeons | Stamina | Duration | Req. Power | Gold / run | Elements | Rare Egg |
|---|---|---|---|---|---|---|---|
Meadow Hollows | 1–5 | 6 | 1m–2m | 124–2,710 | 210–4,997 | Terra · Flora | Forest |
Tidal Caverns | 6–10 | 8 | 2m15s–3m15s | 3,896–11,044 | 2,580–13,187 | Aqua · Aero | Ocean |
Ember Depths | 11–15 | 10 | 3m30s–4m30s | 13,478–26,081 | 8,611–33,234 | Ignis | Volcano |
Shadow Reach | 16–20 | 14 | 4m45s–5m45s | 29,996–49,001 | 14,551–49,717 | Void | Mystery |
Celestial Spire | 21–25 | 18 | 6m–7m | 54,635–78,672 | 21,293–67,948 | Lux | Mystery |
| 26–29 | 22 | 30m | 101,510–124,236 | 114,853–334,563 | Flora · Aero · Lux · Void | Mystery |
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.
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.
| # | Dungeon | Stam | Time | Req. Pwr | ![]() |
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Cat. | |
|---|---|---|---|---|---|---|---|---|---|
| I · MEADOW HOLLOWS · Terra / Flora · stamina 6 | |||||||||
| 1 | Sunny Glade | 6 | 1m00s | 124 | 4–8 | 2–5 | 1–3 | 0.005 | 210–525 |
| 2 | Bramble Path | 6 | 1m15s | 459 | 4–8 | 2–5 | 1–3 | 0.010 | 554–1,385 |
| 3 | Mossy Hollow | 6 | 1m30s | 998 | 4–8 | 2–5 | 1–3 | 0.015 | 978–2,444 |
| 4 | Thornwood Run | 6 | 1m45s | 1,747 | 4–8 | 2–5 | 1–3 | 0.020 | 1,463–3,656 |
| 5 | Verdant Deep | 6 | 2m00s | 2,710 | 4–9 | 2–5 | 1–3 | 0.025 | 1,999–4,997 |
| II · TIDAL CAVERNS · Aqua / Aero · stamina 8 | |||||||||
| 6 | Dripstone Cove | 8 | 2m15s | 3,896 | 4–9 | 2–5 | 1–3 | 0.030 | 2,580–6,450 |
| 7 | Pearl Grotto | 8 | 2m30s | 5,314 | 4–9 | 2–6 | 1–3 | 0.035 | 3,202–8,004 |
| 8 | Echoing Shoals | 8 | 2m45s | 6,971 | 5–9 | 2–6 | 1–3 | 0.040 | 3,860–9,649 |
| 9 | Riptide Tunnel | 8 | 3m00s | 8,878 | 5–9 | 2–6 | 1–3 | 0.045 | 4,552–11,379 |
| 10 | Abyssal Mouth | 8 | 3m15s | 11,044 | 5–9 | 2–6 | 1–3 | 0.050 | 5,275–13,187 |
| III · EMBER DEPTHS · Ignis · stamina 10 | |||||||||
| 11 | Cinder Vent | 10 | 3m30s | 13,478 | 5–9 | 2–6 | 1–4 | 0.055 | 8,611–21,528 |
| 12 | Magma Gallery | 10 | 3m45s | 16,188 | 5–10 | 2–6 | 1–4 | 0.060 | 9,727–24,317 |
| 13 | Ashfall Hall | 10 | 4m00s | 19,186 | 5–10 | 2–6 | 1–4 | 0.065 | 10,880–27,201 |
| 14 | Smoldering Pit | 10 | 4m15s | 22,481 | 5–10 | 2–6 | 1–4 | 0.070 | 12,070–30,175 |
| 15 | Pyre Core | 10 | 4m30s | 26,081 | 5–10 | 3–6 | 1–4 | 0.075 | 13,294–33,234 |
| IV · SHADOW REACH · Void · stamina 14 | |||||||||
| 16 | Dusk Threshold | 14 | 4m45s | 29,996 | 5–10 | 3–6 | 1–4 | 0.080 | 14,551–36,377 |
| 17 | Umbral Maze | 14 | 5m00s | 34,236 | 5–10 | 3–6 | 1–4 | 0.085 | 15,840–39,600 |
| 18 | Wraithgate | 14 | 5m15s | 38,811 | 5–10 | 3–7 | 1–4 | 0.090 | 17,159–42,899 |
| 19 | Nightmarsh | 14 | 5m30s | 43,730 | 5–11 | 3–7 | 1–4 | 0.095 | 18,509–46,272 |
| 20 | Void Antechamber | 14 | 5m45s | 49,001 | 5–11 | 3–7 | 1–4 | 0.100 | 19,887–49,717 |
| V · CELESTIAL SPIRE · Lux · stamina 18 | |||||||||
| 21 | Dawnstep | 18 | 6m00s | 54,635 | 5–11 | 3–7 | 1–4 | 0.105 | 21,293–53,231 |
| 22 | Astral Climb | 18 | 6m15s | 60,642 | 6–11 | 3–7 | 1–4 | 0.110 | 22,725–56,814 |
| 23 | Starlit Vault | 18 | 6m30s | 67,029 | 6–11 | 3–7 | 1–4 | 0.115 | 24,185–60,462 |
| 24 | Empyrean Gate | 18 | 6m45s | 72,949 | 6–11 | 3–7 | 1–4 | 0.120 | 25,669–64,174 |
| 25 | Celestial Apex | 18 | 7m00s | 78,672 | 6–11 | 3–7 | 1–4 | 0.125 | 27,179–67,948 |
| VI · THE ABYSS · Flora / Aero / Lux / Void · stamina 22 · ≥100k power · endgame | |||||||||
| 26 | Verdant Abyss | 22 | 30m00s | 101,510 | 6–12 | 3–7 | 1–4 | 0.130 | 114,853–287,134 |
| 27 | Howling Abyss | 22 | 30m00s | 108,852 | 6–12 | 3–7 | 1–4 | 0.135 | 121,085–302,713 |
| 28 | Radiant Abyss | 22 | 30m00s | 116,428 | 6–12 | 3–7 | 1–4 | 0.140 | 127,410–318,524 |
| 29 | The Abyss | 22 | 30m00s | 124,236 | 6–12 | 3–8 | 2–5 | 0.145 | 133,825–334,563 |
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.
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.
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.
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.
| Reward | Chance / run | Details |
|---|---|---|
Relic Shard | Guaranteed | 2–5 + 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. |
| ≤ 5% | min(5%, 0.003 × id × overpower). Rarity is region-weighted (below); value rolls a ±15% god-roll band plus Rare+ substats. | |
| ≤ 5% | min(5%, 0.002 × id). Region egg type (Forest / Ocean / Volcano / Mystery); deeper regions (Shadow Reach and up) drop the Mystery Egg. | |
| ≤ 4% | min(4%, 0.0015 × id). A region-element species at a Rare-weighted rarity; ~30% are raid-exclusive species. | |
| Guaranteed | 20 × 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:
| Region | UNC | RARE | EPIC | LEG | MYTH |
|---|---|---|---|---|---|
| Meadow Hollows | 70% | 28% | 2% | — | — |
| Tidal Caverns | 50% | 40% | 9% | 1% | — |
| Ember Depths | 30% | 45% | 22% | 3% | — |
| Shadow Reach | 15% | 40% | 33% | 12% | — |
| Celestial Spire | 5% | 30% | 40% | 25% | — |
| The Abyss | — | 20% | 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.
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.
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.
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.
Meadow Hollows
Tidal Caverns
Ember Depths
Shadow Reach
Celestial Spire
Relic Shard