Dungeons
Sealed gauntlets that scale to whatever level you are, right when the open-world maps stop scaling with you. There is no level cap on a Dungeon — the fight at depth 500 exists for the same reason the fight at depth 5 does.
The Dungeon Key
Every run spends exactly one Dungeon Key the moment you enter, whether you clear the run or die in the first room. Three ways to get one, none of them the only way:
- Drop — any hunt on the open map has a 15% chance to drop a key, the same roll every time regardless of what you are fighting.
- Buy with gold — 60 💰 per character level, so a level 20 Wanderer pays 1200 💰 for one. The price follows you up, not the Dungeon.
- Craft — 3x Rare Crystal at the Forge turns into one key.
Entering a run
A Dungeon is a straight gauntlet of real fights, room by room, ending in a boss room that always costs double. Dying at any point fails the run and the Dungeon Key is gone — nothing already looted comes back either, and abandoning a run on purpose costs the same key with nothing to show for it. The screen always shows the room count and the total Energy bill before you commit to the first swing.
| Dungeon | Rooms | Energy (full run) | Boss |
|---|---|---|---|
| 🐺 The Wolf Dens | 5 | 30⚡ | The Denmother |
| 🌊 The Drowned Vault | 5 | 30⚡ | The Vaultkeeper |
| 🔥 The Emberworks | 6 | 35⚡ | The Forge Tyrant |
| 🕳️ The Hollow Descent | 6 | 35⚡ | The Thing That Waits Below |
Difficulty follows the character, not the Dungeon
The moment you enter, the run freezes your current level as its "dungeon level" — every monster inside is generated fresh from that number, not read off a table, which is what lets the same four Dungeons serve a level 20 Wanderer and a level 400 one without ever running out of content. Levelling up mid-run does not make the remaining rooms harder, and a Dungeon Key bought with Gems can never push your deepest run past your actual character level — power still has to be earned outside the Dungeon first. Clearing a run pays XP worth roughly a fifth of your next level (1/5 of it, exactly).
The depth trail
Mythraven remembers the highest dungeon level you have ever cleared, not just reached, and two things ride on it — both of them capped to staying inside a Dungeon, so neither is a permanent power gain you carry onto the open map:
- Loot luck. Every 25 levels of depth adds 2% to the chance a cleared run's final room drops gear, up to a hard cap of 20% at depth 250. It only ever applies to Dungeon loot.
- Achievements. Crossing depth 10, 25, 50, 100, 150, 200, 300, 400, 500 for the first time unlocks a permanent title on your Achievements page — entering high and clearing in one run still credits every milestone passed on the way, not just the exact number you land on.