Realms of Eldermyr / field guide
Field guideDungeons & Lairs
Every way down

Dungeons & Lairs

Every place you go down into, who drops each one, and what is at the bottom. One dungeon is always open; 6 are dropped by named foes; the Sunken Citadel opens whenever a pinnacle dies; a rift can open beside you at any time.

A gate with a run already going admits anyone, and they land in your dungeon rather than a copy of it. Killing the boss again puts a second, separate dungeon behind the same gate. Once the last hero climbs out, that dungeon is gone.

Who drops each

Every way down

Where each one comes from, how often it appears, and whether it comes back.

DungeonWho drops itOddsStands
The Sunken DungeonThe Sunken DungeonNothing drops it. One door in the ground near town, open from your first day, with no bottom.always thereNever spent, never sealed.
the Stonegardenthe StonegardenDropped by The Coilfather, a World Boss at the western sands of the Sunscour.1 in 3killsStands for 10 minutes, then it is gone. Anyone can walk in while it stands.
the Broodmother's Lairthe Broodmother's LairDropped by The Broodmother, a World Boss at the dark wood of the Eastern Wilds.1 in 3killsStands for 10 minutes, then it is gone. Anyone can walk in while it stands.
the Hollow Colossusthe Hollow ColossusDropped by The Colossus, a World Boss at the war-camp ruin of the Northeast Range.1 in 3killsStands for 10 minutes, then it is gone. Anyone can walk in while it stands.
the Drowned Gulletthe Drowned GulletDropped by The Tide Leviathan, a World Boss at a far isle in the deep south-west of the Sundered Sea (sail to reach it).1 in 3killsStands for 10 minutes, then it is gone. Anyone can walk in while it stands.
the Quiet Foldthe Quiet FoldDropped by The Pale Shepherd, a Pinnacle Boss at the Frozen Wastes, by night.1 in 3killsStands for 10 minutes, then it is gone. Anyone can walk in while it stands.
the Sunless Trenchthe Sunless TrenchDropped by The Mountain Kraken, a Pinnacle Boss at the realm’s heart, once your Vigil is complete.every timeNever closes. It stands until the realm is remade.
The Sunken CitadelThe Sunken CitadelDropped by either Pinnacle Boss, The Drowned King or The Pale Shepherd, at level 75.every timeStands for 10 minutes, then it is gone. Anyone can walk in while it stands.
A riftNothing drops it. One opens near a hero on its own, lasts about 30 seconds, and costs a Dungeon Key to breach.opens on its ownAnother opens on its own, wherever the party is standing.
The rule behind all of them

Your run is your own

Every gate in the realm works this way.

RuleHow it works
Walking inA gate never locks. While you can see it, you can step through it.
Following a friendA gate with a run already going admits anyone. They land in your dungeon, not a copy of it.
A second killKilling the boss again puts a second, entirely separate dungeon behind the same gate, beside the run already going, and gives the gate its full time again.
When a run endsOnce the last hero climbs out, that dungeon is gone.
How long it standsEvery gate but one lasts 10 minutes and then vanishes. A party already inside finishes the delve and climbs out as normal.
The way outHowever deep you went, the ladder comes up in the home town.
No boss required

The Sunken Dungeon

The realm’s one standing door: open from your first day and unlimited in depth.

The Sunken Dungeon door
The door near town, as the map draws it

One door, near town. No boss to fell first, and no floor it stops at.

  • Getting in the first time. Locked until you find the Dungeon Key the Elder speaks of. Opened once, it stays open for that hero.
  • How deep it goes. No bottom. New floors open as you go down.
  • Floor level. Floor 1 is a level 1 floor, floor 10 a level 10 floor. The number on the HUD is the level of what lives there.
  • The floor boss. Twice the floor's level. Floor 5 holds level 5 foes and a level 10 boss.
  • What the boss pays. 2 times the experience its level already earns. The ordinary foes on the floor are unchanged.
  • Wardens. Every 5th floor promotes its boss to a Warden: more health, a harder swing, and its own name.
  • How many foes. 4 on the first floor, one more per floor down. An elite stalker joins from floor 3, another from floor 6, another from floor 10. Sunken Caverns floors are 2 times as wide and tall, and carry 2 times as many.
  • The way back up. A climb stands on floor 1 and every 3rd floor after it. It always comes up in the home town.
  • Loot on the floor. A chest on every floor, plus potions and a purse. Every 3rd floor rolls the richer chest, and so does a cursed one.
  • Underground pays more. 40% more experience and 25% more gold than the same fight on the surface.
  • Key vaults. A rune-sealed side room, from floor 2 down, on 40% of floors. One Dungeon Key opens it; inside is the premium chest. Keys drop off the boss standing on each floor, at about the rate the vaults turn up.
The climb down

How deep is deep

How strong each floor and its boss are, by depth.

FloorWhere you areWhat lives thereThe boss at the end
1The Catacombs The Catacombs Level 1 Level 2
2The Catacombs The Catacombs Level 2 Level 4
3The Catacombs The Catacombs Level 3 Level 6
5Sunken Caverns Sunken Caverns Level 5 Level 10
10The Abyss The Abyss Level 10 Level 20
15The Catacombs The Catacombs Level 15 Level 30
20The Inferno The Inferno Level 20 Level 40

A floor is as deep as its number, and its boss is twice that. The deeper you go, the wider the gap.

4 faces

What a floor looks like

The dungeon changes face as you go down. Each one has its own look, its own hazard and its own regulars.

The faceFloorsPitsWhat lives there
The Catacombs1 to 3Plain shaftsSkeletonSlimeCave BatGrave RatTomb Beetle
Sunken Caverns4 to 6Plain shaftsThicket SpiderWayside BanditBramble SnailRoot Shambler
The Inferno7 to 9Open lavaCinder ImpObsidian SkittererAsh GhoulMagma Hulk
The Abyss10 to 12A lightless voidDark CasterLegion PikemanGrave BruteLegion Torchbearer

The four come round again every 12 floors down.

The roll on the way down

Floor twists

Every floor past the first rolls once for a twist.

TwistWhat it meansShare of floors
Cursed Floormighty foes guard a richer prize13.5%
Gilded Floorthe very walls glitter, riches abound13.5%
Swarming Floora horde stirs, many foes but frail13.5%
Treasure Vaulta hoard beyond counting4.5%
No twistAn ordinary floor of the depth you are standing on.55%

Rolled once per floor, from floor 2 down. Floor 1 is always plain.

Boss-dropped dungeons

The boss trials

A gate that tears open where a named foe died, leading to a dungeon built for that foe. The deeper the trial, the better it pays.

TrialFloorsGuardsBossBoss healthClear pays
the Stonegarden2Level 20Medusalevel 6254,000900 gold
the Broodmother's Lair3Level 25The Thousand-Eyedlevel 7066,0001,200 gold
the Hollow Colossus4Level 65The Quarry Heartlevel 7590,0002,500 gold
the Drowned Gullet5Level 80The Tide-Siredlevel 90138,0004,000 gold
the Quiet Fold6Level 95The Bellwetherlevel 110216,0006,000 gold
the Sunless Trench7Level 150The Trenchmawlevel 3001,200,00012,000 gold

The clear payout is flat, to every hero who was there. Boss health is the solo, first-kill baseline.

The Sunless Trench: The only source of permanent stats in the realm: one of 7 Potions at 1 in 5, rolled for every hero who fought the boss. Clearing it remakes the realm. When the boss at the bottom falls the realm is made anew: new land, new lairs, every gate wiped and every foe back on its feet. Finish looting before you climb out.

the Stonegarden

2 floors down, all of it The Coilfather's own ground, ending on Medusa.

All 3 of the boss's moves are telegraphed.

  • Silencing Hexa pulse that pins everyone inside it where they stand and chips away at them
  • Quaking Slama ground pound in a wide circle that stuns whoever it lands on
  • Nova Bursta full circle of bolts leaves it at once. There is no gap in the ring, only distance
What guards it
Sand AdderSpitting CobraSunscour ScorpionSunbleached Husk

the Broodmother's Lair

3 floors down, all of it The Broodmother's own ground, ending on The Thousand-Eyed.

All 3 of the boss's moves are telegraphed.

  • Web Volleya short fan of web bolts thrown at whoever it is facing
  • Quaking Slama ground pound in a wide circle that stuns whoever it lands on
  • Chargeit commits to a straight line at where you were standing, so step aside as it launches
What guards it
Warren Spider

the Hollow Colossus

4 floors down, all of it The Colossus's own ground, ending on The Quarry Heart.

All 3 of the boss's moves are telegraphed.

  • Quaking Slama ground pound in a wide circle that stuns whoever it lands on
  • Ground Slamtwo rings of shockwave burst outward, and they break on walls, so put a pillar between you and it
  • Chargeit commits to a straight line at where you were standing, so step aside as it launches
What guards it
Dire HoundSkeletonBone Archer

the Drowned Gullet

5 floors down, all of it The Tide Leviathan's own ground, ending on The Tide-Sired.

All 4 of the boss's moves are telegraphed.

  • Undertowa ring of freezing water bursts out, and anyone caught near the middle is left chilled and slow
  • Nova Bursta full circle of bolts leaves it at once. There is no gap in the ring, only distance
  • Bolt Volleya fanned wall of frost bolts aimed down the line to you
  • Chargeit commits to a straight line at where you were standing, so step aside as it launches
What guards it
SlimeDark CasterBone ArcherCave Bat

the Quiet Fold

6 floors down, all of it The Pale Shepherd's own ground, ending on The Bellwether.

All 4 of the boss's moves are telegraphed.

  • Raise Deada court of three rises to guard it, and no more will rise while any of them stands
  • Silencing Hexa pulse that pins everyone inside it where they stand and chips away at them
  • Nova Bursta full circle of bolts leaves it at once. There is no gap in the ring, only distance
  • Radiant Smitea pillar of light drops on a marked spot and hits everyone standing in the circle
What guards it
SkeletonAcolyteDark Caster

the Sunless Trenchalways opens

7 floors down, all of it The Mountain Kraken's own ground, ending on The Trenchmaw.

All 5 of the boss's moves are telegraphed.

  • Undertowa ring of freezing water bursts out, and anyone caught near the middle is left chilled and slow
  • Nova Bursta full circle of bolts leaves it at once. There is no gap in the ring, only distance
  • Bolt Volleya fanned wall of frost bolts aimed down the line to you
  • Leaping Strikeit jumps to a marked spot and lands in a burst of frost
  • Ground Slamtwo rings of shockwave burst outward, and they break on walls, so put a pillar between you and it
What guards it
Dark CasterBone ArcherDire HoundAcolyte
The deep end

The Sunken Citadel

The hardest dungeon in the realm.

The Sunken Citadel

3 drowned halls, then one arena. Every guard is level 200, its master's own, rather than the tier you are standing on, so there is no gentle first floor.

At the bottom stands The Drowned Archivist, fighting in 3 stances. Odds on each of its relics are in the drop table.

No boss, no gate

Rifts

A hole in the world that opens by itself, lasts under a minute, and drops you onto a deep floor for the price of a key.

A riftHow it works
Where it comes fromNothing has to die. It opens on its own near a hero who is above ground, on ordinary walkable land.
How long you haveAbout 30 seconds before it closes. One is open in the realm at a time.
What it costsOne Dungeon Key, spent by whoever breaches it. Anyone following them in pays nothing.
How deep it drops youOnto a floor between 3 and 16, scaled to the party's levels. It skips the climb, not the danger.
Purple and blueAbout 40% are blue party rifts, which stay open the whole 30 seconds so a whole group can dive into the same run. A purple one closes behind the single hero who takes it and sits one floor shallower.
What is down thereAn ordinary dungeon floor of that depth. Climb out the usual way.
Whose run it isIts own, exactly as a gate’s is. Diving in never lands you in somebody else’s dungeon.
Where they stand

Lairs and territory

Where each fixed foe stands, how much ground it owns, and which door its death opens.

A lair-bound boss hunts you anywhere inside its own ground and will not follow you a step beyond it. Leave and it walks home and heals, so chipping one from outside its territory does nothing.

The ones that stand still, 12 tiles of ground each
Who holds itIts groundThe door its death opensLevel
The HierophantThe Hierophantthe ruined shrine of the Western Marches, and the 12 tiles around it.None. Its signature piece is the prize.25
The BroodmotherThe Broodmotherthe dark wood of the Eastern Wilds, and the 12 tiles around it.the Broodmother's Lair65
The EmberkegThe Emberkegthe cinder crater of the Emberwaste, and the 12 tiles around it.None. Its signature piece is the prize.45
The HexbinderThe Hexbinderthe frozen strip of the Northern Wastes, and the 12 tiles around it.None. Its signature piece is the prize.55
The ColossusThe Colossusthe war-camp ruin of the Northeast Range, and the 12 tiles around it.the Hollow Colossus60
The CoilfatherThe Coilfatherthe western sands of the Sunscour, and the 12 tiles around it.the Stonegarden35
The ones that roam, 24 tiles each
Who holds itIts groundThe door its death opensLevel
The Frost TitanThe Frost Titanthe Frozen Wastes (far north), and the 24 tiles around it.None. Its signature piece is the prize.60
The Storm RocThe Storm Rocthe high wilds (northeast), and the 24 tiles around it.None. Its signature piece is the prize.55
Emberhorn the ScorchedEmberhorn the Scorchedthe Emberwaste (far southeast), and the 24 tiles around it.None. Its signature piece is the prize.65
The Tide LeviathanThe Tide Leviathana far isle in the deep south-west of the Sundered Sea (sail to reach it), and the 24 tiles around it.the Drowned Gullet70

The 2 opt-in Pinnacle Bosses keep no fixed lair. They rise in their own places, a shipwreck in the near reaches of the Sundered Sea and the Frozen Wastes, by night, in a ring that shrinks as the fight goes on. The Mountain Kraken wakes at the heart of the realm once your Vigil is complete.

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