Dungeons & Parties¶
Runaria has two dungeons open right now. One you'll be pointed toward. The other you have to find.
Neither has been cleared yet — every First Clear slot on the leaderboards is still open.
Two kinds of dungeon¶
Instanced dungeons give your group a private copy. You enter by command, the run is yours alone, and it's cleaned up when you finish.
World Dungeons are fixed sites out in the world. You walk in — no command. They run one group at a time on a global cooldown shared by everyone, and the site resets in place.
Temple¶
The first real dungeon, and the one to learn on.
| Type | Instanced — a private copy for your group |
| Players | 1–5, soloable |
| Time limit | 30 minutes |
| Cooldown | None — you can run it again straight away |
| Boss | The Cog Sentinel |
Getting in¶
Temple sits behind the Ancient Portal, and the portal needs a key.
End Striders in the End frontier drop the Ancient Key — not often, so expect to work for it. Take the key to the matching Ancient Altar and interact: the altar consumes it and lights the portal. Walk through and you're in.
The portal closes behind you. One key, one run.
Where is it?
Runaria's guides only speak of the portal in rumours, and the wiki isn't going to spoil it. Ask around in-game — someone will point you the right way.
What to expect¶
A guarded temple full of skeletal defenders, with the Lich King waiting partway in and the Cog Sentinel at the end. Between them you'll find a sealed chamber that won't open until you work out what opens it, and an arena that won't let you leave until it's satisfied.
Temple is the only dungeon with checkpoints, and players who fall behind get pulled forward rather than stranded — which is a large part of why it's the right place to start.
Loot¶
- Skeletons drop Scorched Bone reliably, Common Manastones often, and occasionally a Common weapon or armour piece.
- The Lich King and Cog Sentinel both guarantee crafting materials and a Common piece, with a real chance at Common+.
- Bone Mimic chests are the treasure worth detouring for — cracked gemstones, diamonds, gold and iron blocks or Ember Stones, and each chest rolls several times. Right-click to open; no key needed.
The Cog Sentinel is also the highest-experience kill on the server.
Haunted¶
Somewhere out there is a second dungeon. Bigger, older, and considerably less forgiving.
Nobody's going to hand you directions. What's known is this: it's a World Dungeon, so you walk into it rather than joining it — and because it's shared, you may not be the only ones down there. There's no time limit, and the site resets on its own schedule rather than yours.
It is substantially harder than Temple. There are no checkpoints. Something unpleasant guards the way in. And the way onward is not obvious — you will have to work out what opens the last door, and the answer is not written down here.
Bring people.
Finding it counts
Locating the entrance registers as a Codex discovery worth 50 XP. That's the game telling you it's meant to be found, not told.
What's worth knowing: the boss at the end drops the best gear-per-kill in the game, and it's the only reliable source of Uncommon-tier equipment. Before you go, pick up Haunted Contracts from Kael so your clearing counts toward bounties — and there's a long-form clear quest, The Long Cull, worth 60,000 coins.
World Dungeon caveat
Traits that shorten dungeon cooldowns don't apply here, because the cooldown is global rather than per-player. Traits that add loot rolls work fine.
Where to start¶
- The End frontier. Enderlings are a safe grind; End Striders are the prize — far more materials, and the only source of the Ancient Key. Mest is stationed there to help newcomers.
- Run Temple with your key. No cooldown, so re-run it for gear — you'll need a fresh key each time.
- Gear up to Common+ off the Lich King and Cog Sentinel.
- Go looking for the other one. You'll know when you've found it.
Parties¶
/party opens the party GUI.
- Parties hold up to 6 players and survive server restarts.
- Set them Open or Closed. Browse open parties, or post in Looking-For-Players with class and level filters.
- Member entries show class, level, status, and each member's three fastest runs.
- Party experience sharing: when any member earns main-class experience from any source, every other online member gets the same full amount, wherever they are. Profession experience is never shared.
- If your party leader starts a dungeon, everyone gets an opt-in prompt. The run launches once everyone accepts, or after 30 seconds.
Inside any dungeon¶
- A scoreboard tracks elapsed time, lives, players alive, and your current objective.
- Lives are shared by the party. Dying puts you into a spectator state rather than ending the run — the rest fight on.
- Loot chests are per-player. Everyone opens the same chest and gets their own roll; chests are never used up.
- Loot that doesn't fit your inventory is delivered on your next login.
- Disconnecting gives you 2 minutes to reconnect.
Commands¶
| Command | What it does |
|---|---|
/dungeon list |
List dungeons and whether each is playable (alias /dg) |
/dungeon info <id> |
Player range, time limit, cooldown |
/dungeon join <name> |
Enter an instanced dungeon — party if you lead one |
/dungeon join |
Accept a pending party launch |
/dungeon leave |
Leave your run, or teleport out of a World Dungeon |
/party |
Party GUI (alias /p) |
/leaderboard |
First clears and fastest times (alias /lb) |
Stuck inside a World Dungeon?
/dungeon leave teleports you to the site's safe exit.