Torchdelve is an idle dungeon crawler played in the browser. You send your hero into a dungeon for a set time,
close the game if you like, and come back to collect experience, gold and loot. Between runs you equip gear, spend points,
turn in quests and trade in town. There is no action to master: the choices are where to go, how hard,
for how long, and how to build your hero.
Everything is decided on the server when a run starts, so the outcome of a run is already set while you wait, and nothing you do in
another tab or device can change it. Progress is deliberately slow: levels take longer and longer, and the best gear takes real time to find.
The game is in beta: numbers can change, and this wiki is rebuilt from the game's own rules whenever they do.
The loop
Pick a dungeon, a difficulty (Easy, Medium, Hard) and a length (15, 30, 60 or 120 minutes).
Wait. A journal shows what your hero meets. You can close the game.
Return and collect: XP, gold, items, quest progress and, sometimes, a raid invitation.
Improve your hero: wear better gear, spend attribute and talent points, enchant items, turn in quests.
A place to send your hero, from The Mill Cellar downward. Deeper dungeons are harder and pay more. You always see two dungeons below the deepest you have entered.
A new hero starts at level 1 with a Worn Sword and a Tattered Tunic. New players are offered a short tour and a
First steps list; both can be opened again later from Settings → Tour.
Open The Mill Cellar on Easy and choose a length. A 60-minute run at level 1 gives exactly the XP for level 2.
When the time is up, press Return and collect rewards. New items fill empty equipment places by themselves.
Open the quest log (left side, or the Hero tab on a phone). Rats in the Grain is already counting.
At level 2 you get your first attribute point: open Attributes under your hero.
Sell what you do not need at the Merchant, and keep an eye on the Next goal card: it tells you what unlocks next.
Your hero, level, experience bar, score and rank. The model wears what you equip. Around it are the 13 equipment places; click one to see or change what is in it. Below are four tabs: Character (stats), Attributes, Talents and Currency (materials). A green dot means you have points to spend.
Quest log
Tabs for Story, Town, Deeds and Bounties. A badge counts steps ready to turn in.
Merchant and Enchanter
Buttons under the quest log. The Enchanter opens at level 5.
Dungeons
The main list. Above it: First steps (new heroes), Next goal, and a banner when a raid party is waiting.
Backpack
Everything you carry but do not wear, with a verdict for each item: better than worn, worse, or a trade-off.
Leaderboard
Every hero ranked by score.
Settings (gear icon, top right)
Account, the tour, installing the app, and log out.
Bugs & Feedback (bottom right)
Send a bug report, feedback or an idea straight to the developer.
On a phone the same parts sit behind the bottom bar: Hero, Dungeons, Backpack, Merchant and Ranks.
Next goal is the card above the dungeon list that always shows the single next thing to aim for: the next dungeon or difficulty to unlock, and once everything is open, the next trophy to win.
How Next goal is chosen
While any dungeon or difficulty is still locked, it shows the lowest one you cannot enter yet, with what is missing: the level (and how much XP is left), the boss win on the difficulty below and the gear score required.
When everything is unlocked, it shows the lowest boss whose trophy you have not won.
When every trophy is yours, it says so.
It also names the trophy waiting there, its rarity and its power, so you know what the goal is worth.
First steps
First steps is a short checklist for new heroes, shown above Next goal if you chose the tour when you first logged in.
It ticks itself off as you play: go into a dungeon, collect the rewards, wear something you found, turn in a quest step, spend an attribute point.
The next item is highlighted with a hint. Hide removes it; Done appears when all five are ticked.
The tour
The tour is an eight-step walk through the screen with a spotlight on each part. It is offered once, the first time a new hero logs in, and can be started at any time from Settings → Tour. Arrow keys move through it and Escape ends it.
The character window is the panel on the left (the Hero tab on a phone) that shows everything about your hero: who they are, what they wear, how strong they are, and what they can still spend.
The header
Name and level
Your hero's name, and Level N Adventurer.
Title
Fresh from the village until you win your first trophy; after that Slayer of … the boss of the highest-level trophy you own.
Score and Rank
Your score and your place among all heroes (#3 of 40). Click it to open the leaderboard; hover it to see what the score is made of.
Experience bar
How far you are into the current level, as XP gathered / XP needed.
The paperdoll
The middle shows your hero as a turning 3D model that wears what you equip; each item's rarity has its own look. Drag it, or use the two round arrows, to turn it.
Around it are the 13 equipment places (see Equipment): click one to see what is worn there and choose something else from your backpack.
GS
Your gear score: the average power of the items you wear, over all 13 equipment places (an empty place counts as 0).
Two panels under the model show your numbers. Each has a menu to switch between Offense, Defense and Fortune; your choice is remembered. A value shown brighter means something is raising it.
Panel
Value
What it means
Offense
Effective DPS
How hard you hit, from weapons, jewelry, Strength, talents and DPS affixes. Half of what decides boss fights. See DPS, health and bosses.
Strength
Attribute points spent on Strength (+4% DPS each).
Boss win bonus
Percentage points added to every boss fight, from Executioner and Boss win affixes.
Dungeon time
How long runs take compared with normal. Below 100% means Relentless makes them shorter.
Gear score
The same number as GS.
Defense
Health
How much you can take, from level, armor, jewelry, Stamina, talents and Health affixes. The other half of boss fights.
Stamina
Attribute points spent on Stamina (+4% health each).
Second wind
The chance to get up and win after losing a boss fight (Second Wind talent).
Bosses slain
Every boss fight you have won, in dungeons.
Dungeons done
Every run you have collected, whatever its length.
Fortune
Luck
Attribute points spent on Luck.
Gold bonus
Extra gold from runs, from Luck and Treasure Hunter.
Extra item
The chance per hour of dungeon to find one more item, from Luck and Keen Eye.
Rare find
How much more often Rare and better items drop on Hard (Lucky Find).
Trophies
Trophies won, out of those in the dungeons you have found so far.
The tabs
Character
The paperdoll and stat panels above.
Attributes
Spend attribute points. A green dot on the tab means you have points left.
Talents
Learn talents from level 10. A green dot means you have points left.
Currency
Your trophies count and your enchanting materials. Hover a material for what it is used for.
Experience (XP) is what makes your hero grow. Every run, quest step, bounty and raid gives some; when the bar is full you reach the next level, and each level makes you stronger and opens new dungeons, points and talents.
Definition
Gold is the money of the game. You earn it in dungeons and raids, from quests and bounties, and by selling items; you spend it on gear from the Merchant, enchanting and resets.
Where XP comes from
Runs: the main source. More for higher dungeon levels, harder difficulties and longer runs (see Run length).
Quest steps: each turned-in step pays a share of about 1.6 levels per chain.
Bounties: 16% of a level (daily) or 65% (weekly).
Raids: about 1.5 levels for a full clear.
What a level gives: one attribute point, from level 10 one talent point, 20 more base health, access to higher dungeons and difficulties, and new quest chains.
Where gold comes from
Runs: a base amount (±15%), hidden purses found on the way, ×1.5 when the boss falls, plus your gold bonus.
Selling items to the Merchant.
Quest steps, bounties and raids.
What gold is for
Buying items from the Merchant's hourly stock.
Enchanting: every enchant costs gold as well as materials.
Resetting attributes or talents: 20 gold × your level each.
Gold is never lost: fleeing a run or losing to a boss only means that run pays nothing or less.
Level is the measure of your hero's growth. It rises when you have gathered enough experience, and it decides which dungeons you may enter, how many points you have, and how much you earn.
Each level needs 25% more experience than the one before. Level 1 → 2 takes 100 XP.
Experience comes from dungeon runs, raids, quest steps and bounties. There is no level cap.
Level
XP needed
Total XP
XP for 60 min Easy at this level
Such runs needed
1 → 2
100
100
100
1
2 → 3
125
225
110
2
3 → 4
156
381
120
2
4 → 5
195
576
130
2
5 → 6
244
820
140
2
6 → 7
305
1,125
150
3
7 → 8
381
1,506
160
3
8 → 9
477
1,983
170
3
9 → 10
596
2,579
180
4
10 → 11
745
3,324
190
4
11 → 12
931
4,255
200
5
12 → 13
1,164
5,419
210
6
13 → 14
1,455
6,874
220
7
14 → 15
1,819
8,693
230
8
15 → 16
2,274
10,967
240
10
16 → 17
2,842
13,809
250
12
17 → 18
3,553
17,362
260
14
18 → 19
4,441
21,803
270
17
19 → 20
5,551
27,354
280
20
20 → 21
6,939
34,293
290
24
21 → 22
8,674
42,967
300
29
22 → 23
10,842
53,809
310
35
23 → 24
13,553
67,362
320
43
24 → 25
16,941
84,303
330
52
25 → 26
21,176
105,479
340
63
26 → 27
26,470
131,949
350
76
27 → 28
33,087
165,036
360
92
28 → 29
41,359
206,395
370
112
29 → 30
51,699
258,094
380
137
30 → 31
64,623
322,717
390
166
The last two columns assume a dungeon whose level matches yours. Harder dungeons and difficulties pay much more; see Run length.
Titles
Your title under the name is Fresh from the village until you win your first trophy. After that it is Slayer of … the boss of the highest-level trophy you own.
Attributes are three permanent stats (Strength, Stamina and Luck) that you raise yourself with attribute points. You get one point per level, choose where it goes, and can move them all again with a reset.
You get one attribute point per level after the first (plus one per rank of the Veteran talent).
Spend them under Attributes in the character window, only while in town.
Attribute
Effect
Strength
+4% DPS per point
Stamina
+4% health per point
Luck
+2% gold and +1% extra item chance per point
Strength and Stamina multiply everything your gear gives, so they grow in value as your gear improves. Luck adds gold and a chance of one extra item per hour of dungeon.
Talents are special abilities you learn from level 10 with talent points, one per level. Each talent has several ranks: every point spent in it adds one rank and makes it stronger, up to its maximum.
Talents open at level 10: you get one talent point per level from 10
(so 11 points at level 20). There are three trees. A talent needs a certain hero level, and each has a maximum rank.
Talent
Tree
Hero level
Max rank
Per rank
Sharpened Edge
Might
10
5
+4% DPS per rank
Executioner
Might
15
3
+3% boss win chance per rank
Relentless
Might
20
3
-5% dungeon time per rank
Thick Skin
Guard
10
5
+4% health per rank
Second Wind
Guard
15
3
10% per rank to get up and win after losing to a boss
Veteran
Guard
20
3
+1 attribute point per rank
Treasure Hunter
Fortune
10
5
+5% gold per rank
Keen Eye
Fortune
15
3
+5% extra item chance per rank
Lucky Find
Fortune
20
3
+10% chance of rare or better per rank
Picking talents
Might wins fights: more DPS, better boss odds, and shorter dungeon times with Relentless.
Guard keeps you standing: more health, a second chance against bosses, and extra attribute points.
Fortune pays: gold, extra items and a better chance of Rare and better drops on Hard.
DPS (damage per second) is how hard your hero hits. Health is how much punishment it can take. Together they decide how often you beat a boss; nothing else about a run depends on them.
Every piece of gear has power. Where it is worn decides what the power becomes:
Each dungeon ends in its boss. Your chance to win compares your DPS and health with a hero wearing the dungeon's
recommended gear score: the stronger you are against that reference, the better your odds. Boss win bonuses
(Executioner, Boss win affixes) add straight to the chance. The chance never goes below 5% or above 95%.
The dungeon window shows your exact chance before you start. If you lose, Second Wind gives a chance to get up and win anyway.
How often you meet the boss depends on the length of the run: one boss fight per hour. See Run length.
A run is one trip into a dungeon. You choose the dungeon, the difficulty and the length; your hero goes, the time counts down (also while the game is closed), and when it ends you collect what your hero brought back.
Runs at a time
One. A new run can start when the last one is collected.
Lengths
15, 30, 60 or 120 minutes
Can be stopped
Yes, by fleeing, but then it pays nothing
Outcome decided
When the run starts, on the server
1. Starting
Open a dungeon from the list. The dungeon window shows, for the difficulty and length you pick: the XP and gold, how many items to expect and at what rarity odds, your chance against the boss, when you will be back, which quests and bounties the run counts for, and the trophy still to win. Press Start.
2. While you are away
A journal replaces the dungeon list and fills in as time passes. About every six minutes something happens:
A foe (most often): You defeat a giant spider. Foes count for Defeat foes quests and bounties.
A hidden purse: extra gold on top of the run's pay.
Something happens: a flickering torch, a trap, runes on the wall. Only colour.
Once per hour of dungeon the hero meets the boss; runs under an hour meet it only sometimes. The journal tells you whether it fell, drove you off, or whether you never got deep enough.
While a run lasts your hero is away: you cannot change gear, spend points, trade or enchant. You can still read the quest log, the wiki and the leaderboard.
3. Coming back
When the time is up, press Return and collect rewards. The report shows the XP, gold and items, any trophy, levels gained and quest progress. Items fill empty equipment places by themselves; the rest go to the backpack. Each item says whether it is better or worse than what you wear, and Wear / Backpack lets you choose where it goes right there. Sometimes a raid party is waiting as you come out (see Raids).
A finished run that is not collected still counts as away, so collect it before you try to change gear.
Fleeing
Flee the dungeon ends the run at once, with no XP, no gold and no items. Use it only if you started the wrong run.
Faster runs
The Relentless talent makes runs take less real time (−5% per rank) while they still count, pay and progress as their full length.
A dungeon is a place you send your hero on a run. Each has its own foes and a boss at the bottom, and a dungeon level: how strong it is, which also sets the XP, gold and item level of what you find there.
Dungeons
5 known, more below
Levels
The Mill Cellar 1 to The Dragon Deep 16 (Easy)
To enter
Your level ≥ the dungeon level; on Medium and Hard also a gear score and the boss beaten on the difficulty below
Definition
Required gear score (req) is the gear score you need to enter at all. Recommended gear score (rec) is what the boss is balanced against: at the recommended score you have fair odds, below it they drop.
The dungeons are revealed one at a time, always two ahead: you see the two below the deepest one you have entered. The first 5 are described here; what lies below The Dragon Deep you find out for yourself. Each can be entered on three difficulties, each a level harder than the one before.
To enter you need the dungeon's level, and on Medium and Hard a minimum gear score (req) and a win against the boss on the difficulty below (Easy opens Medium, Medium opens Hard).
The recommended gear score (rec) is what the boss is balanced against.
Dungeon
Boss
Easy
Medium
Hard
The Mill Cellar
The Rat King
Lvl 1no gear needed rec 5
Lvl 2req 9 rec 12
Lvl 3req 17 rec 21
Wolf Ravine
Greypelt, Leader of the Pack
Lvl 4no gear needed rec 12
Lvl 5req 17 rec 22
Lvl 6req 29 rec 35
The Sunken Church
The Drowned Priest
Lvl 8no gear needed rec 20
Lvl 9req 27 rec 36
Lvl 10req 45 rec 54
Frostfang Barrow
Hrafn the Unburied
Lvl 12no gear needed rec 29
Lvl 13req 38 rec 50
Lvl 14req 60 rec 74
The Dragon Deep
Ashwing, the Old Dragon
Lvl 16no gear needed rec 38
Lvl 17req 48 rec 64
Lvl 18req 76 rec 93
req = gear score needed to enter · rec = recommended gear score, what the boss is balanced against.
The Mill Cellar · from level 1
A damp vault beneath the old mill. Rats, bones and the odd lost thief. Boss: The Rat King.
Wolf Ravine · from level 4
A narrow gorge where the pack hunts and bandits hide their spoils. Watch the ledges. Boss: Greypelt, Leader of the Pack.
The Sunken Church · from level 8
A chapel swallowed by the marsh. The bells still ring at night, and the congregation never left. Boss: The Drowned Priest.
Frostfang Barrow · from level 12
A burial mound in the ice where old kings sleep with their weapons. Some of them do not sleep well. Boss: Hrafn the Unburied.
The Dragon Deep · from level 16
Tunnels that run hot all the way down to an old dragon's hoard. The richest loot in the land. Boss: Ashwing, the Old Dragon.
Difficulty is how hard you take a dungeon: Easy, Medium or Hard. It is chosen per run. Each step up makes the dungeon one level higher, asks for more gear, opens only once you have beaten the boss on the step below, and pays better.
Harder difficulties raise the dungeon level by one per step, pay more XP and gold, and are the only place Rare, Epic and
Legendary items drop. Bosses also drop items more often, and the first kill on each difficulty gives a better trophy.
A boss is the named monster that rules a dungeon: The Rat King in The Mill Cellar up to Ashwing, the Old Dragon, in The Dragon Deep. Every hour of a run ends in a fight with it, which you win or lose depending on your DPS and health.
Boss
Dungeon
Fought at
Balanced for
The Rat King
The Mill Cellar
Level 1–3
rec 5 (Easy) to 21 (Hard)
Greypelt, Leader of the Pack
Wolf Ravine
Level 4–6
rec 12 (Easy) to 35 (Hard)
The Drowned Priest
The Sunken Church
Level 8–10
rec 20 (Easy) to 54 (Hard)
Hrafn the Unburied
Frostfang Barrow
Level 12–14
rec 29 (Easy) to 74 (Hard)
Ashwing, the Old Dragon
The Dragon Deep
Level 16–18
rec 38 (Easy) to 93 (Hard)
What winning gives
×1.5 gold for the whole run.
A chance of an extra item (40% Easy, 55% Medium, 75% Hard per win), never Common.
The trophy, the first time you beat this boss on this difficulty (see Trophies).
Quest and bounty progress for Slay the boss objectives.
It counts toward Bosses slain, the Boss Hunter deed, and your title.
What losing costs
Nothing beyond the missed bonus: you keep all XP, the base gold and the items from the rest of the run. The journal says the boss drove you off.
How often you meet it
One fight per hour of dungeon: a 60-minute run once, a 120-minute run twice (you can win both, one or neither), a 30-minute run in half the runs and a 15-minute run in a quarter. See Run length.
Improving your odds
Raise DPS and health: better gear, Strength and Stamina, the Might and Guard talents, DPS and Health affixes.
Boss win bonuses add straight to the chance: Executioner (+3% per rank) and Boss win affixes.
Second Wind gives a chance to get up and win after a loss.
Your exact chance is shown in the dungeon window before you start.
Run length is how long your hero stays in the dungeon: 15, 30, 60 or 120 minutes, chosen when you start. It sets how much a run pays and how many times you meet the boss.
You choose how long your hero stays: 15, 30, 60 or 120 minutes. The rule is simple:
everything that counts toward progress is the same per hour, whatever the length, and longer runs pay
a little more XP and gold per hour. Many short runs are never a shortcut; pick the length that fits your day.
Length
Base XP
XP per hour
Base gold
Items (avg.)
Items per hour
Boss
Counts as (hours)
15 min
20
80
12
0.35
1.40
25% chance
0.25
30 min
45
90
28
0.70
1.40
50% chance
0.50
60 min
100
100
65
1.40
1.40
1 fight
1.00
120 min
220
110
150
2.80
1.40
2 fights
2.00
Base XP and gold are for a level 1 dungeon on Easy; they grow with the dungeon level and difficulty (below).
Bosses per hour
A dungeon has one boss fight per hour. A 60-minute run always meets the boss, a 120-minute run meets it twice.
Shorter runs reach it only sometimes: a 15-minute run in 25% of runs, a 30-minute run in half. When you do not get deep enough,
the journal says so, and there is no boss gold or boss item that time.
Quest hours
Objectives like Spend 4 hours in The Mill Cellar count the time of your runs: a 15-minute run adds 0.25, a 120-minute run adds 2.
Some steps ask for runs of a minimum length (for example Finish a 120-minute run).
Examples
Dungeon
15 min
30 min
60 min
120 min
The Mill Cellar · Easy
20 XP12 g
45 XP28 g
100 XP65 g
220 XP150 g
Wolf Ravine · Medium
34 XP31 g
76 XP73 g
168 XP169 g
370 XP390 g
The Sunken Church · Hard
55 XP66 g
124 XP155 g
276 XP359 g
606 XP829 g
Frostfang Barrow · Hard
67 XP87 g
150 XP202 g
334 XP470 g
734 XP1,084 g
The Dragon Deep · Hard
78 XP107 g
176 XP250 g
392 XP580 g
861 XP1,339 g
Gold shown before the random spread, purses and boss bonus.
A trophy is a boss's own weapon or chest armor, with its own name (like Gnawblade or Ratskin Coat), that you receive as a one-time prize the first time you beat that boss on a difficulty. It is a normal item you can wear, enchant or sell, but it is always rolled at the very top of its power range, and winning it also raises your score.
Trophies
Three per boss (one per difficulty); 15 in the dungeons below, more deeper down
How often
Once per boss and difficulty, forever
Which piece
Weapon or chest armor, 50/50
Names
Easy: plain · Medium: Exalted … · Hard: Mythic …
Worth
25 score points × the dungeon level, plus the item
How it works
Win a boss fight on a difficulty where you have not won yet: the trophy is added to your rewards in the run report.
You get either the weapon or the chest armor, at random. The other one is not given later: each boss and difficulty gives exactly one trophy.
If it has more power than what you wear in that place, it is put on at once; otherwise it goes to your backpack.
Its power is the best a normal item of its level and rarity could roll, plus 15%.
Trophies carry an affix when they are Rare or better (Hard trophies are Epic): weapons DPS, armor Health.
The ★ box in the character window counts your trophies, the Slayer of … title names your best one, and Next goal points to the next one to win.
An item is a piece of gear your hero can wear: a weapon, a piece of armor, a ring or a trinket. Worn items make your hero stronger; items you carry but do not wear sit in the backpack, where you can wear, compare or sell them.
What an item shows
Name
Rarity, type and, from Rare up, its affix: Rune-carved Sash of Endurance. Named items (trophies, quest rewards, relics) have names of their own.
Colour
Its rarity: grey Common, green Uncommon, blue Rare, purple Epic, orange Legendary.
Type
Where it can be worn: weapon, helmet, cloak, chest, belt, legs, boots, gloves, ring or trinket.
Item level
The level it was made for; sets its base power.
Power
Its strength, which becomes DPS, health or both depending on where it is worn.
Affixes
Green bonuses on Rare and better items, like +3.2% Health (see Affixes).
+1, +2 …
How many times it has been enchanted (see The Enchanter).
Sell value
What the Merchant pays for it.
Getting items
Runs: most items. How many depends on the length; which rarity on the difficulty and length.
Bosses: a chance of an extra item per win, and trophies.
The Merchant: four for sale every hour.
Quest chains: a named item at the end of each.
Raids: several items and, for a full clear, a Legendary relic.
The backpack
The Backpack tab lists everything you carry. Each item says ▲ Better than worn (green), ▼ Worse than worn (red), ◆ Trade-off or Same as worn, judged on power and affixes together, against the weakest item you wear in a place it fits. Wear puts it on (highlighted when it is an upgrade). There is no limit to how much you can carry.
Hover (or tap) an item to compare it in detail: your total DPS, health and boss win bonus after the swap. Clicking an equipment place on the paperdoll lists everything you could wear there instead.
Rarity is an item's grade, shown by the colour of its name: Common, Uncommon, Rare, Epic or Legendary. Higher rarities have more power at the same item level, can be enchanted further, and from Rare up carry affixes. They are also much harder to find.
Items come in five rarities. Rarity multiplies an item's power, sets how far it can be enchanted, and from Rare up adds
affixes.
Rarity
Power
Max enchant
Affixes
Breaks down into
Common
×1.00
1
—
none
Uncommon
×1.35
2
—
1 × Arcane Dust
Rare
×1.80
3
1
2 × Arcane Dust
Epic
×2.40
4
1
1 × Arcane Dust, 1 × Glimmering Shard
Legendary
×3.20
5
2
1 × Glimmering Shard, 1 × Void Crystal
Where each rarity comes from
Common and Uncommon: every dungeon and difficulty, the Merchant, Easy and Medium trophies.
Rare: Hard dungeons, bosses on Hard, raids (every boss slain drops one), the Merchant from level 10 (seldom), some quest rewards.
Epic: Hard dungeons (seldom), Hard trophies, raid bosses (sometimes), quest rewards.
Legendary: long Hard runs (very seldom), raid relics, raid bosses (very seldom), the biggest quest rewards.
Drop odds per item
Length
Easy/Medium (Common / Uncommon)
Hard: Common
Uncommon
Rare
Epic
Legendary
15 min
75.0% / 25.0%
73.5%
24.5%
2.0%
0.0%
0.0%
30 min
66.3% / 33.7%
63.4%
32.2%
3.9%
0.5%
0.0%
60 min
57.9% / 42.1%
53.8%
39.1%
5.9%
1.0%
0.2%
120 min
50.0% / 50.0%
44.3%
44.3%
8.9%
2.0%
0.5%
Each item found in a run rolls on this table. Lucky Find raises the Rare, Epic and Legendary weights by 10% per rank. Boss drops never roll Common.
An equipment place is one of the 13 spots on your hero where an item can be worn, like the helmet, the main hand or the second ring. Power is an item's strength; item level is the level it was made for, which sets how much power it can have.
Your hero has 13 equipment places. Rings, trinkets and weapons have two places each, which is also why they drop
twice as often. Weapons and chest armor have a little more power than other items.
Place
Item type
Gives
Power factor
Helmet
Helmet
Health
×1.0
Cloak
Cloak
Health
×1.0
Chest
Chest
Health
×1.2
Belt
Belt
Health
×1.0
Legs
Legs
Health
×1.0
Boots
Boots
Health
×1.0
Gloves
Gloves
Health
×1.0
Ring (1st)
Ring
DPS and health
×1.0
Ring (2nd)
Ring
DPS and health
×1.0
Trinket (1st)
Trinket
DPS and health
×1.0
Trinket (2nd)
Trinket
DPS and health
×1.0
Main hand
Weapon
DPS
×1.4
Off hand
Weapon
DPS
×1.4
Item level
An item's level is the level of the dungeon it came from (raids give a level or two more, quest rewards and trophies have their own).
Each item level adds 3 base power, so a higher-level Common can beat a low-level Rare in raw power; affixes can tip it back.
The backpack does that sum for you.
Comparing and wearing
Hover an item (tap on a phone) to compare it with what you wear. You see your total DPS, health and boss win bonus after the swap, affixes included.
The verdict is ▲ Upgrade, ▼ Downgrade or ◆ Trade-off (better in one thing, worse in another).
New loot fills empty places by itself. Trophies and quest rewards are also worn at once if they have more power than what they replace.
Gear can only be changed in town, not while your hero is in a dungeon.
Gear score (GS) is the average power of the items you wear, over all 13 equipment places (an empty place counts as 0), enchantments included. It is one number for how well equipped your hero is, shown as GS in the character window: roughly the power of one typical item you wear.
Because it is an average, filling an empty place raises it a lot, and replacing one item moves it by the difference divided by 13. A gear score of 40 means your 13 places hold 520 power in total.
What it is used for
Entering dungeons: Medium and Hard have a minimum gear score (req).
Boss balance: each dungeon's boss is balanced against a recommended gear score (rec). Beating it with a lower score is possible, just less likely.
Your score: 1 point per gear score, counted from what you wear now.
The Well Armed town chain asks for a gear score of 46.
The reference
Requirements and recommendations are fractions of a reference: a hero of the dungeon's level wearing Uncommon items of that level in all 13 places.
Medium asks for 25% of it, Hard for 50%; the recommended score is 50% (Easy), 80% (Medium) and 110% (Hard).
An affix is an extra bonus on a Rare, Epic or Legendary item, on top of its power: more DPS, more health, or a better chance against bosses. It is named by the end of the item's name, for example … of Endurance.
Rare, Epic and Legendary items carry affixes: bonuses on top of their power, shown in green, like
+3.2% Health. The end of the item's name tells you which. Affixes from all worn items add up.
Name ends with
Rarity
Affix
… of Strength
Rare
DPS
… of Vigilance
Rare
Boss win
… of Endurance
Rare
Health
… of the Northern Lights
Epic
DPS
… of the Silent Watch
Epic
Boss win
… of Iron Will
Epic
Health
… of the Lost Kings
Legendary
DPS and Boss win
… of the Last Dawn
Legendary
Boss win and Health
… of the World Tree
Legendary
Health and DPS
Items with a name of their own (trophies, quest rewards, raid relics) get their affix by place: weapons DPS, armor Health,
jewelry Boss win. Legendary items always carry two.
Size
Rarity
Item level 1
5
10
15
20
Rare
+3.2%boss +1.1%
+4.0%boss +1.3%
+5.0%boss +1.7%
+6.0%boss +2.0%
+7.0%boss +2.3%
Epic
+5.3%boss +1.8%
+6.5%boss +2.2%
+8.0%boss +2.7%
+9.5%boss +3.2%
+11.0%boss +3.7%
Legendary
+7.4%boss +2.5%
+9.0%boss +3.0%
+11.0%boss +3.7%
+13.0%boss +4.3%
+15.0%boss +5.0%
DPS and Health affixes multiply your whole DPS or health, after attributes and talents.
Boss win adds percentage points to every boss fight.
Enchanting permanently raises an item's power by spending materials and gold. Breaking down (disenchanting) destroys an item you do not need and gives you materials back. Both happen at the Enchanter, from level 5.
From level 5 the Enchanter can make items stronger and break unwanted ones down into materials. Both only work in town.
Enchanting
Each enchant adds 10% of the item's base power (at least 1), shown as +1, +2 … after the name.
How far an item can go depends on its rarity.
Enchant
Materials
Gold
Possible on
+1
1 × Arcane Dust
item level × 8
Common, Uncommon, Rare, Epic, Legendary
+2
3 × Arcane Dust
item level × 16
Uncommon, Rare, Epic, Legendary
+3
2 × Arcane Dust, 1 × Glimmering Shard
item level × 24
Rare, Epic, Legendary
+4
3 × Glimmering Shard
item level × 32
Epic, Legendary
+5
2 × Glimmering Shard, 1 × Void Crystal
item level × 40
Legendary
Breaking down
Take an item off first. Common items hold no magic and give nothing.
Materials are the three magical resources the Enchanter uses: Arcane Dust, Glimmering Shards and Void Crystals, from common to rare. They cannot be bought; you earn them from bounties, raids, quest rewards and by breaking items down.
Materials are used by the Enchanter. You see them under Currency in the character window.
Material
Description
Arcane Dust
Glittering residue of old magic. Used for small enchantments.
Glimmering Shard
A splinter of crystal that hums when held. Used for strong enchantments.
Void Crystal
Dark, cold and heavy with power. Used for the greatest enchantments.
Where to get them
Breaking down Uncommon and better items (see The Enchanter).
Bounties: every daily bounty gives Arcane Dust, weekly ones give Glimmering Shards (and a Void Crystal from level 12).
Raids: a Glimmering Shard per boss slain, and a Void Crystal for a full clear.
Quest chains: the last step lets you take materials instead of the item.
The Merchant is the trader in town. He buys any item you carry for gold, and sells a small stock of items of your level that changes every hour.
The Merchant buys anything you carry and sells four items of your level.
Selling: an item sells for 1.5 × its power × its rarity factor (at least 1 gold). Sell one item, all items of a rarity, or the whole backpack. Worn items are never sold.
Buying: the stock is four items at your level. It changes every hour and is your own. Prices are four times what the item would sell for.
The stock is mostly Common and Uncommon. From level 10 the Merchant sometimes has a Rare.
A quest chain is a series of tasks (steps) to be done in order. Each step has an objective, like Defeat 25 foes in The Mill Cellar, and pays XP and gold when you turn it in. Finishing the last step gives the chain's named item. Stars (1 to 3) show how big a chain is, and are worth 100 score points each.
Quests come as chains of steps. Every chain you have unlocked counts at the same time. There are three kinds:
Story
12 chains, one per dungeon, unlocked by level. They tell the dungeon's tale and end with a named item.
Town
7 chains about gear, the Merchant, attributes, talents, bounties and the Enchanter. They teach the game and pay a little less XP. A Go button takes you to the right place.
Deeds
4 long-term achievements that count everything you have ever done, including play from before you unlocked them.
Turning in
When a step is complete it says Ready to turn in. Press Turn in for its XP and gold.
The next step starts counting at once, even before you turn in the finished one, so no run is wasted. The log shows it as Already counting.
The same run can finish one step and count toward the next if they measure different things (for example the 25th kill and a boss win).
The last step lets you choose the chain's named item or a bundle of materials.
Finished chains add to your score: 100 points per star.
Objective types
Spend hours in a dungeon: the time of your runs (15 min = 0.25).
Defeat foes: foes met on the way (about one per six minutes).
Slay the boss: boss fights won; a 120-minute run can give two.
Carry gold out: gold earned in that dungeon.
Find items: of a rarity or better (Rare and up means Hard).
Filters like on Medium or harder or runs of 60 minutes or more must be met for a run to count.
Story chains are the main quests: one per dungeon, telling what is wrong down there and sending you after its boss. Each opens at the level of its dungeon.
Rewards next to each step are what turning it in pays.
Rats in the Grain
★☆☆From level 1 · The Mill Cellar
The miller swears something is eating the grain faster than any rat should.
Spend 4 hours in The Mill Cellar42 XP · 141 g
Defeat 10 foes in The Mill Cellar42 XP · 141 g
Slay The Rat King twice42 XP · 141 g
Slay The Rat King on Medium or harder35 XP · 163 g
Final reward: UncommonMiller's Cleaver (weapon, item level 3, 28 power) or 3 × Arcane Dust
The Howling Pass
★★☆From level 4 · Wolf Ravine
Traders refuse the ravine road. The pack has grown bold, and something leads it.
Spend an hour in Wolf Ravine, in a run of 60 minutes or more49 XP · 148 g
Defeat 15 foes in Wolf Ravine49 XP · 148 g
Find 4 Uncommon items or better in Wolf Ravine on Medium or harder49 XP · 148 g
Slay Greypelt49 XP · 148 g
Slay Greypelt on Medium or harder49 XP · 148 g
Spend an hour in Wolf Ravine on Medium or harder68 XP · 285 g
Final reward: RarePackleader's Hide (chest, item level 6, 55 power) or 2 × Arcane Dust, 2 × Glimmering Shard
Bells Beneath the Marsh
★★☆From level 8 · The Sunken Church
Every night at midnight the drowned bells ring. Someone has to make them stop.
Finish a 120-minute run in The Sunken Church119 XP · 233 g
Defeat 25 foes in The Sunken Church119 XP · 233 g
Slay The Drowned Priest119 XP · 233 g
Carry 1,200 gold out of The Sunken Church119 XP · 233 g
Find 5 Uncommon items or better in The Sunken Church on Medium or harder119 XP · 233 g
Slay The Drowned Priest on Medium or harder167 XP · 448 g
Final reward: EpicBellringer's Maul (weapon, item level 10, 131 power) or 3 × Glimmering Shard
The Unburied King
★★★From level 12 · Frostfang Barrow
The runes on the barrow stones have started to glow. Hrafn is waking.
Spend 4 hours in Frostfang Barrow208 XP · 227 g
Defeat 35 foes in Frostfang Barrow208 XP · 227 g
Slay Hrafn the Unburied208 XP · 227 g
Find 6 Uncommon items or better in Frostfang Barrow on Medium or harder208 XP · 227 g
Finish a 120-minute run in Frostfang Barrow208 XP · 227 g
Carry 2,000 gold out of Frostfang Barrow208 XP · 227 g
Slay Hrafn on Medium or harder208 XP · 227 g
Slay Hrafn on Hard407 XP · 610 g
Final reward: LegendaryHrafn's Grave-Mail (chest, item level 14, 203 power) or 2 × Glimmering Shard, 1 × Void Crystal
Ashwing's Hoard
★★★From level 16 · The Dragon Deep
The old dragon sleeps on a mountain of gold. It will not sleep forever.
Spend 4 hours in The Dragon Deep444 XP · 251 g
Defeat 45 foes in The Dragon Deep444 XP · 251 g
Slay Ashwing444 XP · 251 g
Carry 4,500 gold out of The Dragon Deep444 XP · 251 g
Find 8 Uncommon items or better in The Dragon Deep on Medium or harder444 XP · 251 g
Finish a 120-minute run in The Dragon Deep on Medium or harder444 XP · 251 g
Slay Ashwing on Medium or harder444 XP · 251 g
Spend 2 hours in The Dragon Deep on Hard444 XP · 251 g
Slay Ashwing on Hard995 XP · 773 g
Final reward: LegendaryAshwing's Bane (weapon, item level 18, 299 power) or 2 × Void Crystal
The Cinder Cult
★★☆From level 16 · The Dragon Deep
Robed figures chant in the hot tunnels, feeding the dragon's dreams with fire. Someone should end the sermon.
Defeat 25 foes in The Dragon Deep1,184 XP · 670 g
Spend 2 hours in The Dragon Deep, in runs of 60 minutes or more1,184 XP · 670 g
Find 2 Rare items or better in The Dragon Deep1,184 XP · 670 g
Defeat 40 foes in The Dragon Deep on Medium or harder995 XP · 773 g
Final reward: EpicCinderwatch Helm (helmet, item level 18, 160 power) or 2 × Glimmering Shard
Scales of the Wyrm
★★★From level 17 · The Dragon Deep
Ashwing sheds scales the size of shields. The smith will forge you something no blade can bite, if you bring enough of them.
Carry 3,000 gold out of The Dragon Deep1,110 XP · 528 g
Win 2 fights against Ashwing or what rises in its place1,110 XP · 528 g
Spend 3 hours in The Dragon Deep on Medium or harder1,110 XP · 528 g
Find 2 Rare items or better in The Dragon Deep on Hard1,110 XP · 528 g
Win 2 boss fights in The Dragon Deep on Hard1,244 XP · 813 g
Final reward: LegendaryWyrmscale Mantle (cloak, item level 19, 224 power) or 1 × Glimmering Shard, 2 × Void Crystal
The Starlight Seam
★★★From level 20 · The Sunless Mines
The dwarves left in a hurry, and left their starlight ore behind. Their foreman did not leave at all.
Spend 4 hours in The Sunless Mines1,084 XP · 304 g
Defeat 50 foes in The Sunless Mines1,084 XP · 304 g
Slay Grimbolt, the Iron Foreman1,084 XP · 304 g
Carry 6,000 gold out of The Sunless Mines1,084 XP · 304 g
Find 8 Uncommon items or better in The Sunless Mines on Medium or harder1,084 XP · 304 g
Finish a 120-minute run in The Sunless Mines on Medium or harder1,084 XP · 304 g
Slay Grimbolt on Medium or harder1,084 XP · 304 g
Spend 2 hours in The Sunless Mines on Hard1,084 XP · 304 g
Slay Grimbolt on Hard2,429 XP · 935 g
Final reward: LegendaryStarlight-Ore Greaves (legs, item level 22, 258 power) or 2 × Glimmering Shard, 2 × Void Crystal
The Whispering Spores
★★★From level 24 · The Glimmerdeep
Miners who went too deep came back humming a song none of them knew. Find the queen who taught it to them.
Spend 4 hours in The Glimmerdeep2,647 XP · 357 g
Defeat 55 foes in The Glimmerdeep2,647 XP · 357 g
Slay The Mycelial Queen2,647 XP · 357 g
Carry 8,000 gold out of The Glimmerdeep2,647 XP · 357 g
Find 2 Rare items or better in The Glimmerdeep2,647 XP · 357 g
Finish a 120-minute run in The Glimmerdeep on Medium or harder2,647 XP · 357 g
Slay the Mycelial Queen on Medium or harder2,647 XP · 357 g
Spend 2 hours in The Glimmerdeep on Hard2,647 XP · 357 g
Slay the Mycelial Queen on Hard5,929 XP · 1,098 g
Final reward: LegendarySporeheart Signet (ring, item level 26, 302 power) or 2 × Glimmering Shard, 2 × Void Crystal
The Tide Court
★★★From level 28 · Ys, the Drowned City
At low tide the bells of Ys ring across the bay. The city wants its king back, and it has chosen you.
Spend 4 hours in Ys, the Drowned City6,462 XP · 410 g
Defeat 60 foes in Ys, the Drowned City6,462 XP · 410 g
Slay Kharybdis, Warden of the Tides6,462 XP · 410 g
Carry 10,000 gold out of Ys, the Drowned City6,462 XP · 410 g
Find 2 Rare items or better in Ys on Medium or harder6,462 XP · 410 g
Finish a 120-minute run in Ys, the Drowned City on Medium or harder6,462 XP · 410 g
Slay Kharybdis on Medium or harder6,462 XP · 410 g
Spend 2 hours in Ys, the Drowned City on Hard6,462 XP · 410 g
Slay Kharybdis on Hard14,476 XP · 1,260 g
Final reward: LegendaryCrown of the Tidecourt (helmet, item level 30, 346 power) or 3 × Glimmering Shard, 2 × Void Crystal
The Hollow Star
★★★From level 32 · The Obsidian Spire
A star has gone out over the spire, and something cold looks up through the hole it left. Veyl must not finish his tower.
Spend 4 hours in The Obsidian Spire15,777 XP · 462 g
Defeat 65 foes in The Obsidian Spire15,777 XP · 462 g
Slay Archmage Veyl, the Hollow Star15,777 XP · 462 g
Carry 12,500 gold out of The Obsidian Spire15,777 XP · 462 g
Find 2 Rare items or better in The Obsidian Spire on Hard15,777 XP · 462 g
Finish a 120-minute run in The Obsidian Spire on Medium or harder15,777 XP · 462 g
Slay Veyl on Medium or harder15,777 XP · 462 g
Spend 2 hours in The Obsidian Spire on Hard15,777 XP · 462 g
Slay Veyl on Hard35,341 XP · 1,423 g
Final reward: LegendaryShard of the Hollow Star (trinket, item level 34, 390 power) or 3 × Glimmering Shard, 3 × Void Crystal
The Last Gate
★★★From level 36 · The Abyssal Gate
Every torch in the land flickers toward the deep, as if pulled. Behind the gate, something has opened its eye.
Spend 4 hours in The Abyssal Gate38,519 XP · 515 g
Defeat 70 foes in The Abyssal Gate38,519 XP · 515 g
Slay The Nameless Below38,519 XP · 515 g
Carry 15,000 gold out of The Abyssal Gate38,519 XP · 515 g
Find 3 Rare items or better in The Abyssal Gate on Hard38,519 XP · 515 g
Finish a 120-minute run in The Abyssal Gate on Medium or harder38,519 XP · 515 g
Slay the Nameless Below on Medium or harder38,519 XP · 515 g
Spend 2 hours in The Abyssal Gate on Hard38,519 XP · 515 g
Slay the Nameless Below on Hard86,282 XP · 1,585 g
Final reward: LegendaryGatebreaker (weapon, item level 38, 608 power) or 3 × Glimmering Shard, 4 × Void Crystal
Town chains are quests about everything outside the dungeons: wearing gear, trading with the Merchant, spending points, bounties and enchanting. They teach each part of the game as it opens up.
Town chains count what you do in town from the moment a step becomes current, so earlier sales or enchants do not finish them for free.
A Traveller's Wardrobe
★☆☆From level 1 · Town
The innkeeper laughs at your worn tunic. "Out there, a hero is judged by their boots." Dress for the part.
Wear something in 4 equipment places25 XP · 85 g
Wear something in 8 equipment places25 XP · 85 g
Wear 5 Uncommon items or better14 XP · 65 g
Final reward: RareWanderer's Mantle (cloak, item level 3, 27 power) or 2 × Arcane Dust
The Merchant's Ledger
★☆☆From level 2 · Town
The merchant squints at you over her ledger. "Bring me goods, delver, and I will make it worth your while."
Sell 5 items to the Merchant21 XP · 70 g
Earn 300 gold from selling items21 XP · 70 g
Buy an item from the Merchant's stock21 XP · 70 g
Sell 25 more items to the Merchant18 XP · 81 g
Final reward: RareMerchant's Lucky Coin (trinket, item level 4, 33 power) or 3 × Arcane Dust
Training Grounds
★☆☆From level 2 · Town
An old sergeant watches you swing your sword and sighs. "Strength, stamina or luck. Pick one and work at it."
Spend an attribute point31 XP · 105 g
Spend 4 attribute points in total31 XP · 105 g
Spend 8 attribute points in total18 XP · 81 g
Final reward: RareSergeant's Band (ring, item level 4, 33 power) or 2 × Arcane Dust
The Bounty Board
★★☆From level 3 · Town
Notices flap on the board by the well. Every one of them is someone asking for help, and paying for it.
Collect 3 bounties39 XP · 127 g
Collect a weekly bounty39 XP · 127 g
Collect 10 more bounties22 XP · 98 g
Final reward: EpicBounty Hunter's Hood (helmet, item level 5, 52 power) or 2 × Arcane Dust, 1 × Glimmering Shard
Sparks and Runes
★★☆From level 5 · Town
The enchanter blows dust off a rune. "Magic does not care how strong you are. It cares how patient you are."
Enchant an item31 XP · 85 g
Break down 3 items into materials31 XP · 85 g
Own an item enchanted to +231 XP · 85 g
Enchant 5 more times31 XP · 85 g
Own an item enchanted to +334 XP · 130 g
Final reward: EpicRunewright's Loop (ring, item level 7, 69 power) or 3 × Glimmering Shard
Well Armed
★★☆From level 6 · Town
The smith looks you up and down. "Half a suit of armour gets you half killed. Fill every strap and buckle."
Wear something in all 13 equipment places76 XP · 190 g
Wear 5 Rare items or better76 XP · 190 g
Reach a gear score of 4643 XP · 146 g
Final reward: EpicSmith's Masterwork Gauntlets (gloves, item level 8, 77 power) or 2 × Arcane Dust, 2 × Glimmering Shard
The Way of the Blade
★★☆From level 10 · Town
A veteran in a faded cloak offers to teach you what dungeons cannot. Might, guard or fortune: the path is yours.
Learn a talent186 XP · 274 g
Learn 3 talent ranks in total186 XP · 274 g
Learn 6 talent ranks in total104 XP · 211 g
Final reward: EpicVeteran's Longsword (weapon, item level 12, 155 power) or 2 × Glimmering Shard, 1 × Void Crystal
Deeds are long-term achievements: hours in dungeons, rare finds, bosses beaten, raids finished. They count everything you have ever done, so they move on their own as you play.
Deeds count your whole history. Their rewards grow with each step; the final items are among the best in the game.
Seasoned Delver
★★★From level 1 · Anywhere
Every delve leaves a mark. Enough of them, and people start to tell stories about you.
Spend 10 hours in dungeons49 XP · 159 g
Spend 25 hours in dungeons95 XP · 237 g
Spend 50 hours in dungeons233 XP · 343 g
Spend 100 hours in dungeons568 XP · 449 g
Spend 200 hours in dungeons1,554 XP · 853 g
Final reward: LegendaryDelver's Everlight (trinket, item level 16, 191 power) or 2 × Glimmering Shard, 2 × Void Crystal
Treasure Seeker
★★☆From level 1 · Anywhere
Some delve for glory. You delve for the shiny things at the bottom of the chest.
Find 3 Rare items or better98 XP · 319 g
Find 2 Epic items or better238 XP · 530 g
Find a Legendary item407 XP · 610 g
Final reward: EpicBand of the Magpie (ring, item level 13, 119 power) or 3 × Arcane Dust, 3 × Glimmering Shard
Boss Hunter
★★★From level 1 · Anywhere
Five lairs, five masters. Each one you bring down makes the next a little less frightening.
Defeat 2 different bosses61 XP · 185 g
Defeat 3 different bosses on Medium or harder186 XP · 317 g
Defeat 5 different bosses888 XP · 502 g
Defeat 5 different bosses on Medium or harder1,110 XP · 528 g
Defeat 5 different bosses on Hard1,554 XP · 853 g
Final reward: LegendaryCrown of the Slayer (helmet, item level 20, 236 power) or 3 × Void Crystal
Raider
★★★From level 5 · Anywhere
Some parties you meet on the way out are bound for somewhere far worse. Go with them.
Finish a raid238 XP · 530 g
Finish 3 raids582 XP · 741 g
Finish 6 raids796 XP · 733 g
Final reward: LegendaryBanner of the Fellowship (trinket, item level 16, 191 power) or 3 × Void Crystal
A bounty is a short, one-off task that is renewed on a timer: three new daily bounties every day and one weekly bounty every week. They reuse the quest objectives and pay XP, gold and materials, the main way to earn enchanting materials.
Every day you get 3 daily bounties, and every week one weekly bounty. They use the dungeons you can enter,
favouring the newest ones. Daily bounties reset at midnight, the weekly one on Monday at midnight (Swedish time);
unclaimed bounties are lost at the reset.
Daily bounties
Spend 3 hours in a dungeon
Defeat a number of foes in a dungeon (15 + your level)
A raid is a twelve-hour expedition that you cannot choose to start: a raid party of four adventurers invites you after a dungeon run. Together you face three or four bosses in a row. Raids pay far more than dungeons, and clearing every boss gives a relic, a named Legendary item of that raid.
Opens at
Level 5
Length
12 hours (talents do not shorten it)
Start
Only by accepting an invitation
Leaving early
Possible, with no rewards
The party
The party is a tank, a healer, a mage and a ranger, with names that change every time. They carry you: every raid boss is balanced for your level and your chances are raised by their support, but later bosses are harder than earlier ones. The party is the story; your own DPS and health decide the fights.
From level 5, a party of four adventurers (a tank, a healer, a mage and a ranger) may be waiting when you come back from a dungeon.
They invite you to a 12-hour raid with several bosses and far better loot than a dungeon.
Meeting a party
Every hour spent in dungeons gives a 5% chance, plus 1% per difficulty step above Easy.
If you have not met one in 25 hours of dungeon, the next run guarantees a meeting.
The invitation is shown as a banner above the dungeons and stands for 24 hours. You can keep running dungeons meanwhile; accept it any time you are back in town, for example before you go to bed.
The raids
Raid
For
Bosses
Boss order
Relics
The Hollow Crown
Level 5+
3
The Crownless Steward Lady Veil, the Weeping Knight The Hollow King
Crown of the Hollow King Hollowsteel Greatblade Mantle of Whispers
Frostgrave Citadel
Level 11+
4
Gate Warden Rimeclaw The Frozen Legion Isolde, Queen of the Long Winter The Pale Wyrm
Icebound Aegis of Isolde Wyrmfang Spear Band of the Long Winter
The Ember Throne
Level 16+
4
Cinderlord Vharn The Molten Choir Pyrelord Azgaroth The Ember Sovereign
Crown of the Ember Sovereign Obsidian Worldbreaker Heart of the Throne
The raid you are invited to depends on your level. The bosses are fought in order and each is harder than the last; the invitation shows your chance against each one.
A lost boss ends the push, and the rest of the night is spent recovering.
Rewards
XP: about 1.5 levels for a full clear (at least 60% of that even if the first boss stops you).
Gold: about 12 medium runs' worth for a full clear (at least half).
Items: 3 items one level above yours (mostly Uncommon, sometimes Rare or Epic), plus an item two levels above yours for every boss slain (Rare, sometimes Epic, very seldom Legendary).
Relic: clear every boss and you get one of the raid's three Legendary relics, three levels above your own.
Materials: a Glimmering Shard per boss, and a Void Crystal for a full clear.
Each raid boss slain adds 150 points to your score.
The world boss is one huge boss a week that every hero fights together. Attack it from the card above the dungeons whenever you are in town and rested: each attack is a fight you watch blow by blow, like a duel, and deals your DPS × ' . WORLD_ATTACK_MINUTES . ' in damage. When the heroes together have taken all its health, it falls and everyone who fought it can collect a share of the spoils.
New boss
Every Monday (Swedish time)
An attack
DPS × 60 damage
Rest
8 hours between attacks
Full share
5 attacks or more
Collect by
The end of the following week
Its health is set when the week begins, from how many heroes have played in the last 14 days, so it takes the whole community to bring it down. If it is still standing when the week ends, it escapes and there are no spoils that week. Dungeon runs and raids do not touch it; only attacks do.
The spoils
Everyone who fought it: gold and Arcane Dust.
A full share (at least 5 attacks that week): twice the gold, Glimmering Shards and a Rare item one level above yours.
The top 3 by damage (with a full share): an Epic instead of the Rare, and a Void Crystal.
Help bring down 5 world bosses for the title Worldbreaker.
The card shows its health, how many heroes have fought it, your damage and place, when you can attack again, and the top fighters. Watch your last fight plays your latest attack again. When it has fallen, collect your share there.
A duel is a fight between two players' heroes. One hero challenges, the other accepts or declines; once accepted, the server fights it at once, so neither player needs to be online. Duels give no XP, gold or items, only duel rating.
Answer within
48 hours
At a time
One waiting duel per hero, sent or received
Sent per day
At most 10
Starting rating
1,000
Challenging and answering
Open a hero from the leaderboard and press Challenge to a duel. The profile shows your chance of winning first.
The challenged hero sees a banner above the dungeons and the challenge under Leaderboard → Duels, with their own chance. Accept fights the duel at once; Decline ends it. An unanswered challenge lapses after 48 hours.
The challenger sees "accepted your duel" next time they play, and can watch the fight blow by blow.
A hero can only have one duel waiting at a time, sent or received. Until it is answered, taken back or lapses, you cannot challenge anyone and nobody can challenge you.
Untick Take challenges to be left alone; waiting challenges are then declined.
The fight
Both heroes fight with their gear, attributes and talents as they are when the duel is accepted. They strike in turn with their DPS against each other's Health, in about five blows each when they are even. A blow can be parried (20%), the boss win bonus gives crushing blows that do double damage, and Second Wind heals once below 30% health. The stronger hero usually wins, but not always: about 7 in 10 times against a hero a quarter weaker.
Rating
Duel rating works like chess ratings: beating a higher-rated hero gives more, beating a lower-rated one gives little, and the loser loses what the winner gains (up to 32). Only the first duel between the same two heroes each day counts, so rating cannot be farmed. Duel rating does not count towards your score; it has its own column on the leaderboard. Win 10 duels for the title the Duelist.
Score is one number for how far your hero has come. Rank is your place when every hero is sorted by score. The leaderboard lists all heroes with their rank, score, level and more, and can be sorted by any column.
Your score measures what takes real time or can only be done once, so it cannot be farmed with quick runs. It is the sum of:
Part
Points
Progress
1 per XP earned in total (every level you have climbed counts)
Trophies
25 × dungeon level, for each first-kill trophy
Raid bosses
150 per raid boss slain
Quest chains
100 per star of each finished chain or deed
Gear
13 per point of gear score worn now (the same as 1 per point of total gear power)
Dungeon and boss counts are left out on purpose. Ties are broken by level, then by who got there first.
Hover a score on the leaderboard to see how it is made up.
Your account is what your hero belongs to: a hero name, a verified e-mail address and a password. One account has one hero. The app is Torchdelve installed on your phone or computer, so it opens from the home screen like any other app; it is the same game and the same hero.
E-mail: every hero needs a verified e-mail address. It is used for codes and account notices only, and you can log in with it instead of the hero name.
Forgot your password? Use the link on the log-in page: a code is sent to your e-mail.
Keep me logged in remembers you on that device for up to 400 days. Log out other devices under Account ends every other session.
Install as an app: Settings → Get the app. On a phone it opens full screen from your home screen.
Your data: under Account you can download everything stored about your hero, or delete your hero for good. See the privacy policy.
Rules: no bots, scripts, multiple accounts or deliberate bug abuse. Accounts that break the terms of use can be paused or banned.
Messages are conversations between you and the Torchdelve team, found behind the envelope at the top right of the game. A red number on it shows how many have news for you.
Reporting a bug or an idea
Press Bugs & Feedback in the bottom right corner, choose Bug, Feedback or Idea, and describe what happened. Your hero name and your device and browser are sent along, so the problem can be found.
Answers
Every report you send while logged in becomes a conversation in your messages. When the team answers, the envelope shows a red number.
Open a conversation to read it. You can answer, and the team sees your answer.
The team can also write to you first, for example about your account or news in the game.
Reports sent without logging in cannot be answered in the game; give an e-mail address if you want an answer.
Messages are part of your data: they are included when you download your data, and deleted if you delete your hero.
Progress is the same per hour; the 60-minute run gives a little more XP and gold. Choose by when you can come back.
I slay the boss but my quest does not move.
Check the step: some ask for Medium or Hard, some for a certain dungeon. Runs under an hour do not always reach the boss; the journal says when you did not get deep enough.
Why is a Rare item worse than my Common one?
Item level matters too: each level adds 3 base power. A low-level Rare can still win through its affix, which the comparison counts.
I never find Rare items.
Rare, Epic and Legendary only drop on Hard, apart from raids, trophies and quest rewards.
Can I change gear during a run?
No. Gear, attributes, talents, trading and enchanting wait until you are back in town.
What happens if I flee a dungeon?
You come back at once with nothing from that run.
Do I lose anything when a bounty resets?
Only unclaimed rewards. Collect them before midnight (daily) or Monday (weekly).
What exactly is a trophy?
A boss's own named weapon or chest armor, given once, the first time you beat that boss on a difficulty. It is a normal item at the top of its power range, and it raises your score. See Trophies.
I got the boss's weapon. Can I still get its armor?
Not on that difficulty: each boss and difficulty gives one trophy, weapon or armor at random. The same boss on another difficulty gives a new one.
Does beating the boss again give another trophy?
No. Later wins give gold, a chance of an item and quest progress, but the trophy only comes once.
What is the difference between level, item level and dungeon level?
Level is your hero's. Dungeon level is how strong a dungeon is on a difficulty. Item level is the dungeon level an item came from, and sets its base power.
What is gear score, and why does it not match my strength?
Gear score is only the power of what you wear. Attributes, talents and affixes make you stronger without raising it. Your real strength is your DPS and health.
I found a bug.
Use Bugs & Feedback in the bottom right corner. It is read by the developer.