The Keeper's Deep Compendium

Dungeons of Aurelan

“The Deepening Hours” — instanced caverns where the world's old wounds fester deepest. Fight through the dark, read each boss's tell, and carry home what only the deep will give.
7Dungeons
21Unique Bosses
7Rare Mounts
2Modes · Normal / Heroic
ilvl 255Heroic cap
‹ Back to the Keeper's Compendium
How dungeons work. Every region has a glowing Dungeon Portal (with a Summoning Stone beside it, to call an online friend to your side). Walk up and press F to open the entry screen, choose Normal (solo-tuned for the dungeon's level) or Heroic (deadlier foes — and a simple AI ally answers your call to heal and fight beside you), then Enter Dungeon. Inside: fight through minion packs, solve a small puzzle to open the inner gate, then face 3–4 bosses. Each boss telegraphs its big moves — a ground circle blooms (step out), a safe ring glows (step in), a lane lights up (sidestep) — so there is always a beat to react. Fell the final boss to roll the dungeon chest and a small chance at that dungeon's exclusive mount. A run is about ten minutes; instances reset every time you enter, so they're endlessly replayable.

Heroic mode. Heroic dungeons drop gear with +32% combat stats and one higher rarity tier than Normal (e.g. a Rare Normal drop becomes Legendary on Heroic). Heroic items display a separate ilvl value in their tooltip. An AI ally joins you in Heroic to handle the additional challenge. Torches and ambient lighting are enhanced in Heroic to aid visibility. Enemies do not spawn immediately near the player's starting position, and nameplates are limited by distance so the screen stays readable.

Tab targeting. Press Tab to cycle through nearby enemies — it now also cycles NPCs, and the targeting range has been increased so you can lock onto targets across wider arenas.
Beneath the Isle of Hours

The Tideclock Grotto

ISLE · Recommended Lv 4 · 2 minion types · 3 bosses

A sea-cave under the Isle where the tide keeps its own slow clock. Bioluminescent pools light the dark, and something old has made a nest where the water never drains.

🕯 Environment. A glittering coastal grotto: tide-pools that glow teal, dripping stalactites, a half-sunk causeway of pale stone. The sea breathes in and out far below.
Difficulty (Normal)Solo, Lv 4
Heroic×1.35 foes + AI ally
Run time~10 minutes
Quest givermira

Enemy Groups

MinionHPDamageXPDrops
🦀 Grotto Snapper805–960 XP Luminous Tide-Scale (40%)
🐙 Tidepool Lurker1207–1180 XP Luminous Tide-Scale (60%)
🐾 Pack 1: 3× Grotto Snapper · Pack 2: 2× Grotto Snapper, 1× Tidepool Lurker · Pack 3: 3× Grotto Snapper · Pack 4: 2× Tidepool Lurker, 1× Grotto Snapper · Pack 5: 2× Tidepool Lurker
🧩 The Tide-Gates. Three tide-wheels stand before the inner grotto. Spin them to drain the flooded passage. (3 interactions to open the gate.)

Bosses & Mechanics

🦞
1. Snapjaw, the Tide-Glutton
HP 900 · melee 9–14
  • Snapjaw gulps the tide and spits it back as a CRASHING WAVE — a wide ring around itself. Run to the edges when it rears up.
  • Between waves it summons skittering Snapper hatchlings. Cut them down fast before they pile on.
🌊Crashing WaveDanger circle — get OUT
“Snapjaw swells with swallowed tide — a WAVE is coming. Get to the cavern wall!”
wind-up 2.6s · radius 8.5 · damage 22–32
💧Brine SpitDanger circle — get OUT
“Snapjaw spits brine at your feet — move out of the pools!”
wind-up 2s · radius 3.2 · damage 16–24
Tide-Geyserspillars
“Tide-geysers erupt in a ring — slip between the spouts!”
wind-up 2.4s · radius 3 · damage 20–30
🦀Call the BroodSummons adds
“Snapjaw drums the stone — hatchlings boil up. Thin them out!”
wind-up 2.2s · summons 3× Grotto Snapper
🐡
2. The Pale Anglerfish
HP 1,050 · melee 10–15
  • The Angler douses its lure and the grotto goes DARK — a safe ring of light blooms beneath the lamp. Stand in the light or the dark bites for heavy damage.
  • It lunges in a straight LINE toward you. Sidestep the lane the moment it tenses.
🕯Lights OutSafe ring — get IN
“The Angler snuffs its lure — only the lamplight is safe. Get INTO the ring of light!”
wind-up 3s · radius 6 · damage 26–36
➡️Abyss LungeLine / lane — sidestep
“The Angler coils to lunge — step out of its lane!”
wind-up 2s · radius 3 · length 22 · damage 20–30
🔦Sweeping Lurebeam
“The Angler's lure sweeps a beam of cold light — don't let it pass over you!”
wind-up 2.6s · radius 3 · length 26 · damage 22–32
🌀
3. Old Tideclock, the Drowned Keeper · Final Boss
HP 1,500 · melee 12–18
  • The Drowned Keeper was the grotto's first warden, kept "alive" by the stalled tide. He alternates a wide WAVE (run to the walls) with a TIDE-RISE (a safe island blooms — get on it before the flood).
  • At half health he calls Lurkers and quickens. Burn him while dodging — there is always a safe spot if you watch the tells.
🌊Tidal SweepDanger circle — get OUT
“The Keeper raises the whole tide — a sweeping WAVE. Run to the cavern wall!”
wind-up 2.6s · radius 9.5 · damage 28–40
🏝The FloodSafe ring — get IN
“The grotto floods — only the high stone is safe. Get onto the island!”
wind-up 3.2s · radius 4.5 · damage 34–46
🌀The Undertowring
“The undertow pulls outward — get IN CLOSE, beneath the Keeper, where the water is still!”
wind-up 3s · radius 13 · damage 30–42
🐙Drowned CourtSummons adds
“The Keeper summons his drowned court. Cut the Lurkers down!”
wind-up 2.4s · summons 2× Tidepool Lurker
Phase changes:
  • At 50% HP: “THE TIDE NEVER STOPS!” — hastens (×1.25).

Loot Table — exact drop rates

ItemRarityQtyDrop %Notes
🗡️ Pearltide Edge Rare130% A blade chipped from a single grotto-pearl. It never quite dries. +9 damage, +8 max health.
💍 Brinekeeper's Band Rare130% A ring of barnacled gold from the grotto deeps. +22 max health, +3 damage.
🐚 Luminous Tide-Scale Rare3100% A scale that glows like the grotto pools. Sought by Isle jewellers.
The chest is rolled once on clearing the final boss — each line rolls independently. Minions also drop the materials listed above. Spoils scale up on Heroic.
🏆 Rare Mount — 🐚 Pearl Tidehopper
Drop chance: 4.0% from the final boss · dungeon-only — found nowhere else in the world
A grotto-bred tidehopper that skims the ground like surf. A rare prize of the Tideclock Grotto. Press G to ride.
Under the Sundered Fields

Hollowdeep Barrows

ELDERMOOR · Recommended Lv 8 · 2 minion types · 3 bosses

The Lull seeped down into Eldermoor's oldest grave-barrows and woke what was sleeping. Now the long-dead keep a court underground that never quite ends — knights who forgot how to fall, and the Hollow King who rules them.

🕯 Environment. A vast underground barrow: vaulted tombs, root-cracked stone, grave-lanterns guttering blue, and a throne-cavern at its black heart.
Difficulty (Normal)Solo, Lv 8
Heroic×1.35 foes + AI ally
Run time~10 minutes
Quest giverreeve

Enemy Groups

MinionHPDamageXPDrops
🧟 Barrow Ghoul1307–1295 XP Hollow Marrow (40%)
👻 Grave-Wight1809–14120 XP Hollow Marrow (60%)
🐾 Pack 1: 3× Barrow Ghoul · Pack 2: 3× Barrow Ghoul · Pack 3: 2× Barrow Ghoul, 1× Grave-Wight · Pack 4: 2× Grave-Wight, 2× Barrow Ghoul · Pack 5: 2× Grave-Wight, 1× Barrow Ghoul
🧩 The Grave-Lanterns. Four cold grave-lanterns ring the inner gate. Light each in turn to lift the barrow-ward. (4 interactions to open the gate.)

Bosses & Mechanics

🪱
1. Gravemaw, the Devourer
HP 1,500 · melee 11–16
  • Gravemaw burrows and ERUPTS beneath you — a circle marks where it will surface. Keep moving out of the marked ground.
  • It coughs up grave-gas in spreading pools. Don't linger.
💥Burrow EruptDanger circle — get OUT
“The ground cracks beneath you — Gravemaw is surfacing. MOVE!”
wind-up 2.2s · radius 4 · damage 24–34
☠️Grave-GasDanger circle — get OUT
“Grave-gas wells up across the tomb — stay out of the green pools!”
wind-up 2.6s · radius 3.2 · damage 18–26
🕳Devouring Pursuitchase
“Gravemaw tunnels after your shadow — keep moving or it swallows you whole!”
wind-up 2.6s · radius 4.5 · damage 28–38
⚔️
2. Sir Mordric, the Unfallen
HP 1,650 · melee 13–19
  • The barrow-knight CHARGES down a lane at you — step aside as he lowers his lance.
  • He sweeps a wide CLEAVE around himself; when he raises his blade, get out of the ring. He also calls Wights to guard him.
🐎Deathless ChargeCharge — dodge the lane
“Sir Mordric lowers his lance to CHARGE — sidestep the lane!”
wind-up 1.9s · radius 3 · length 20 · damage 26–36
🌀Grave CleaveDanger circle — get OUT
“Mordric winds up a sweeping CLEAVE — get out of the ring!”
wind-up 2.2s · radius 7.5 · damage 24–34
⚔️Crossing Bladescross
“Mordric whirls both spectral blades in a CROSS — stand between the arcs!”
wind-up 2.4s · radius 3 · length 30 · damage 28–38
👻Call the Honor GuardSummons adds
“Mordric summons his honor guard — cut down the Wights!”
wind-up 2.2s · summons 2× Grave-Wight
💀
3. The Hollow King · Final Boss
HP 2,300 · melee 14–21
  • The Hollow King reigns from a throne of stalled time. He drops GRAVE-CIRCLES under your feet — keep moving. Then the throne-light goes out and only his cold crown-light is SAFE; stand in the ring.
  • At half health he raises his whole court at once. Survive the swarm, keep dodging the circles, and the long dark ends.
🪦Grasping GravesDanger circle — get OUT
“Graves open beneath you — keep moving off the marked ground!”
wind-up 2.3s · radius 3.4 · damage 26–38
👑The Crown's DarkSafe ring — get IN
“The King snuffs the barrow-light — only his crown is safe. Get close, into the ring!”
wind-up 3s · radius 6.5 · damage 34–48
🌀Grave-Cold Wavering
“The barrow-cold rings outward — get IN CLOSE, beneath the throne, where it cannot reach!”
wind-up 3s · radius 13 · damage 36–50
🧟Raise the CourtSummons adds
“THE COURT RISES. Hold against the dead!”
wind-up 2.4s · summons 2× Barrow Ghoul, 1× Grave-Wight
Phase changes:
  • At 50% HP: “YOU WILL JOIN MY COURT!” — hastens (×1.2), summons reinforcements.

Loot Table — exact drop rates

ItemRarityQtyDrop %Notes
🛡️ Gravewarden Plate Epic128% Plate stripped from a barrow-knight who forgot how to fall. +70 max health, +7 defense.
🏮 Barrowlight Lantern Epic128% A grave-lantern that burns cold and steady. +4 damage, +3 defense, wards the night.
🦴 Hollow Marrow Rare3100% Marrow from a thing that should have been bones long ago. It is faintly warm.
The chest is rolled once on clearing the final boss — each line rolls independently. Minions also drop the materials listed above. Spoils scale up on Heroic.
🏆 Rare Mount — 💀 Barrow Nightcharger
Drop chance: 3.0% from the final boss · dungeon-only — found nowhere else in the world
A spectral steed that never tires of the long dark. A rare prize of the Hollowdeep Barrows. Press G to ride.
The Stoneclock's Hidden Cellar

The Sunken Hourvault

ELDERMOOR · Recommended Lv 14 · 2 minion types · 3 bosses

Beneath the Stoneclock ruins lies the Hourvault — a clockwork crypt where the old Keepers banked stolen time. The mechanism never stopped; it only sank. Now its guardians wind on alone, and a Time-Eater nests in the great gearworks.

🕯 Environment. A flooded clockwork vault: brass gears the size of houses turning in black water, dripping verdigris, a vault-door of a hundred dials at its heart.
Difficulty (Normal)Solo, Lv 14
Heroic×1.4 foes + AI ally
Run time~10 minutes
Quest giverscholar

Enemy Groups

MinionHPDamageXPDrops
⚙️ Cogling20010–15150 XP A Geared Hour (40%)
🗿 Vault Sentinel30013–19200 XP A Geared Hour (60%)
🐾 Pack 1: 3× Cogling · Pack 2: 3× Cogling · Pack 3: 2× Cogling, 1× Vault Sentinel · Pack 4: 2× Vault Sentinel, 2× Cogling · Pack 5: 2× Vault Sentinel, 1× Cogling
🧩 The Vault Dials. The vault-door reads three dials. Set each turning in sequence to unlock the inner gearworks. (3 interactions to open the gate.)

Bosses & Mechanics

⚙️
1. The Gearwarden
HP 2,400 · melee 14–20
  • The Gearwarden flings spinning cogs — overlapping circles bloom around the room. Thread the gaps.
  • It periodically winds itself into an ENRAGE; brace through the faster blows or burn it before they land.
⚙️Cog StormDanger circle — get OUT
“Cogs whirl loose across the vault — thread between the circles!”
wind-up 2.4s · radius 3.4 · damage 26–36
🕛Clockwork Armscross
“The Gearwarden's clock-arms sweep a CROSS — stand in a quadrant!”
wind-up 2.4s · radius 3 · length 40 · damage 28–40
OverwindSelf-buff (haste/damage)
“The Gearwarden overwinds itself — its blows come faster. Brace or burn it down!”
wind-up 2s · haste ×1.4, damage ×1.3 for 6s
🐍
2. The Mainspring Wyrm
HP 2,600 · melee 15–22
  • A serpent of coiled mainspring. It UNCOILS in a long line across the vault — get out of the lane.
  • It vents stilled-time steam in random pools, then lunges. Keep your feet moving and watch the lane tell.
➡️Mainspring UncoilLine / lane — sidestep
“The Wyrm uncoils along your line — step off the lane!”
wind-up 2s · radius 3.2 · length 26 · damage 28–40
♨️Stilled SteamDanger circle — get OUT
“Stilled-time steam vents across the floor — avoid the clouds!”
wind-up 2.4s · radius 3.4 · damage 22–32
🌀Coil LungeDanger circle — get OUT
“The Wyrm rears to slam down — clear the ring!”
wind-up 2.2s · radius 7 · damage 26–36
🌀Whipping Coilbeam
“The mainspring whips its coil in a sweeping arc — don't let it pass over you!”
wind-up 2.6s · radius 3.2 · length 30 · damage 30–42
🕰
3. Chronovore, the Time-Eater · Final Boss
HP 3,300 · melee 16–24
  • Chronovore devours hours and spits them back. It rains HOUR-SHARDS (many small circles — keep moving), then SWALLOWS THE LIGHT (a safe ring blooms — get in), and calls Coglings between.
  • At half health it accelerates and overlaps its mechanics. Stay calm, read each tell, and end the Eater of Hours.
💠Hour-Shard RainDanger circle — get OUT
“Hour-shards rain down — keep moving off the marked stone!”
wind-up 2.3s · radius 3.2 · damage 30–42
🌑Swallow the LightSafe ring — get IN
“Chronovore swallows the vault-light — only one ring is safe. Get IN!”
wind-up 3s · radius 5.5 · damage 40–56
❄️Frozen Latticepillars
“Time crystallises into a LATTICE of frozen instants — walk the gaps in the grid!”
wind-up 2.6s · radius 2.8 · damage 34–46
🕳Devouring Riftchase
“A rift in time hunts your present — RUN, do not let it close on you!”
wind-up 2.6s · radius 5 · damage 38–52
⚙️Feed the EaterSummons adds
“Chronovore feeds — Coglings spill from its maw. Destroy them!”
wind-up 2.4s · summons 3× Cogling
Phase changes:
  • At 50% HP: “I HAVE EATEN KINGS AND CENTURIES!” — hastens (×1.25), summons reinforcements.

Loot Table — exact drop rates

ItemRarityQtyDrop %Notes
🪄 Vaultkeeper's Scepter Epic126% A clockwork scepter that ticks against stilled time. +14 damage, +14 max health.
🥻 Chronoweave Vestment Epic126% Cloth woven from spun hours; blows slow as they near it. +90 max health, +8 defense.
⚙️ A Geared Hour Rare4100% A single hour wound onto a brass gear. It will run only when wound.
The chest is rolled once on clearing the final boss — each line rolls independently. Minions also drop the materials listed above. Spoils scale up on Heroic.
🏆 Rare Mount — ⚙️ Clockwork Courser
Drop chance: 3.0% from the final boss · dungeon-only — found nowhere else in the world
A wound-up courser of brass and stilled time. A rare prize of the Sunken Hourvault. Press G to ride.
In the Rift's Cold Heart

The Frostforge Deep

SUNDERPEAKS · Recommended Lv 22 · 2 minion types · 3 bosses

Deep in the Sunder rift, the dwarves once forged with cold instead of heat — a Frostforge that quenched blades in living frost. The Hushed silenced its anvils, and now something has rekindled the cold fire and bound the frozen dead to its bellows.

🕯 Environment. A cathedral-sized ice forge: black-ice anvils, rivers of glowing blue cold-fire, frozen waterfalls, and a great rimed bellows wheezing in the dark.
Difficulty (Normal)Solo, Lv 22
Heroic×1.4 foes + AI ally
Run time~10 minutes
Quest giverborin

Enemy Groups

MinionHPDamageXPDrops
🥶 Frozen Thrall32014–20240 XP Frost-Ember (40%)
🗿 Rime Golem46018–26320 XP Frost-Ember (60%)
🐾 Pack 1: 3× Frozen Thrall · Pack 2: 3× Frozen Thrall · Pack 3: 2× Frozen Thrall, 1× Rime Golem · Pack 4: 2× Rime Golem, 2× Frozen Thrall · Pack 5: 2× Rime Golem, 1× Frozen Thrall
🧩 The Cold Bellows. Three frozen bellows feed the inner forge. Crank each to thaw the sealed forge-gate. (3 interactions to open the gate.)

Bosses & Mechanics

🔨
1. The Anvilbound Brute
HP 3,600 · melee 20–28
  • A thrall chained to the great anvil. It SLAMS the floor — a wide shockwave ring; run to the edges.
  • It hurls cold-iron at your feet (circles) and, when wounded, hastens. Keep moving and burn it.
💢Anvil SlamDanger circle — get OUT
“The Brute heaves the anvil overhead — SLAM incoming. Run to the walls!”
wind-up 2.4s · radius 9 · damage 36–50
🧊Cold-Iron HailDanger circle — get OUT
“Cold iron rains where you stand — keep moving!”
wind-up 2.2s · radius 3.4 · damage 28–40
🔨Hammer Craterspillars
“The Brute hammers a ring of craters into the ice — slip between the strikes!”
wind-up 2.4s · radius 3 · damage 30–42
FrostfurySelf-buff (haste/damage)
“The Brute roars and quickens — brace through it or burn it down!”
wind-up 2s · haste ×1.4, damage ×1.3 for 6s
🐲
2. Hrimfang, the Cold-Fire Wyrm
HP 4,000 · melee 22–30
  • Hrimfang breathes a long LINE of cold-fire — sidestep the lane. It also drops freezing pools in rings.
  • When it takes wing it FROST-NOVAS the whole floor save one safe ring — get in before it lands.
➡️Cold-Fire BreathLine / lane — sidestep
“Hrimfang inhales for a breath of cold fire — get out of the lane!”
wind-up 2s · radius 3.4 · length 30 · damage 34–48
❄️Freezing PoolsDanger circle — get OUT
“Freezing pools spread across the forge — avoid the ice!”
wind-up 2.4s · radius 3.6 · damage 26–38
🌬Frost NovaSafe ring — get IN
“Hrimfang takes wing for a FROST NOVA — only one ring is safe. Get in!”
wind-up 3.2s · radius 6 · damage 46–62
🐉Sweeping Breathbeam
“Hrimfang sweeps its cold-fire breath in an arc — don't let it pass over you!”
wind-up 2.6s · radius 3.4 · length 32 · damage 38–52
🧊
3. The Coldfather, Smith of the Deep · Final Boss
HP 5,200 · melee 24–34
  • The Coldfather forges at the heart of the Deep. He hammers SHOCKWAVES (run wide), QUENCHES the room dark save one safe ring (get in), and binds fresh Thralls.
  • At half health his hammer-blows come in pairs and he hastes. Read each tell — the cold always shows its hand first — and end the Smith of the Deep.
💥Forging ShockwaveDanger circle — get OUT
“The Coldfather brings his hammer down — a SHOCKWAVE rolls out. Run wide!”
wind-up 2.4s · radius 10 · damage 44–60
Cold SparksDanger circle — get OUT
“Cold sparks scatter across the forge — keep clear of the marked stone!”
wind-up 2.2s · radius 3.4 · damage 30–42
🌑The Great QuenchSafe ring — get IN
“The Coldfather quenches the forge dark — one ring stays lit. Get IN!”
wind-up 3.2s · radius 5.5 · damage 54–72
🪨Rolling Rimechase
“A boulder of black ice rolls after you — keep moving, lead it into the wall!”
wind-up 2.8s · radius 4.5 · damage 50–66
🥶Bind the DeadSummons adds
“The Coldfather binds fresh thralls — break them!”
wind-up 2.4s · summons 2× Frozen Thrall
Phase changes:
  • At 50% HP: “THE COLD TAKES EVERYTHING, IN TIME!” — hastens (×1.25), summons reinforcements.

Loot Table — exact drop rates

ItemRarityQtyDrop %Notes
🔨 Frostforge Maul Epic124% A maul quenched in living frost. Each blow rimes the air. +22 damage, +18 max health.
🛡️ Rimeguard Aegis Legendary120% A shield-plate of black ice that never melts. +120 max health, +11 defense.
❄️ Frost-Ember Rare4100% A coal that burns cold, pried from the Frostforge. It frosts your palm.
The chest is rolled once on clearing the final boss — each line rolls independently. Minions also drop the materials listed above. Spoils scale up on Heroic.
🏆 Rare Mount — ❄️ Rimecoat Alpaking
Drop chance: 2.5% from the final boss · dungeon-only — found nowhere else in the world
A frost-furred alpaking from the Frostforge Deep. Its breath rimes the road. A rare drop. Press G to ride.
Beneath the Tideglass Beacon

The Drowned Cathedral

GLOAMCOAST · Recommended Lv 38 · 2 minion types · 3 bosses

When the Tideglass Beacon drowned, it took a whole cathedral down with it. The choir never stopped singing — they only learned to sing underwater. Now a leviathan coils in the nave, and the drowned faithful keep their endless mass.

🕯 Environment. A flooded gothic cathedral on the seabed: shafts of green light through a sunken rose-window, drifting kelp through the pews, bioluminescent choirs, and a leviathan-coiled altar.
Difficulty (Normal)Solo, Lv 38
Heroic×1.45 foes + AI ally
Run time~10 minutes
Quest giverdiver

Enemy Groups

MinionHPDamageXPDrops
🧟 Drowned Faithful52022–30420 XP A Drowned Hymn (40%)
🐟 Abyssal Cantor72026–36560 XP A Drowned Hymn (60%)
🐾 Pack 1: 3× Drowned Faithful · Pack 2: 3× Drowned Faithful · Pack 3: 2× Drowned Faithful, 1× Abyssal Cantor · Pack 4: 2× Abyssal Cantor, 2× Drowned Faithful · Pack 5: 2× Abyssal Cantor, 1× Drowned Faithful
🧩 The Sunken Bells. Three drowned bells hang silent over the nave. Ring each to part the choir and open the chancel. (3 interactions to open the gate.)

Bosses & Mechanics

🎼
1. The Choirmaster Drowned
HP 6,200 · melee 30–40
  • The Choirmaster conducts a DROWNING HYMN — overlapping sound-circles bloom across the nave. Find the gaps.
  • It silences the light to one safe verse-ring (get in), and raises the drowned faithful to sing along.
🎵Drowning HymnDanger circle — get OUT
“The Choirmaster strikes up a drowning hymn — weave through the sound-circles!”
wind-up 2.4s · radius 3.4 · damage 40–54
🤫The Silent VerseSafe ring — get IN
“The choir falls silent — only one verse-ring is safe. Get IN!”
wind-up 3s · radius 5.5 · damage 56–74
🌀Choir of Whirlpoolspillars
“A ring of whirlpools opens around the Choirmaster — thread the still water between them!”
wind-up 2.4s · radius 3.2 · damage 42–56
🧟Raise the FaithfulSummons adds
“The drowned faithful rise to sing — cut them down!”
wind-up 2.4s · summons 3× Drowned Faithful
2. The Anchorite Abomination
HP 6,800 · melee 34–44
  • A hermit fused to the cathedral's great anchor. It whips its chain in a long LINE (dodge the lane) and DRAGS the anchor in a sweeping ring.
  • It vents abyssal ink in pools. Keep moving and watch the chain-tells.
➡️Anchor-Chain WhipLine / lane — sidestep
“The Anchorite draws back its chain — sidestep the lane!”
wind-up 2s · radius 3.6 · length 32 · damage 44–60
🌀Anchor DragDanger circle — get OUT
“It heaves the great anchor in a sweep — clear the ring!”
wind-up 2.4s · radius 9 · damage 40–54
🖤Abyssal InkDanger circle — get OUT
“Abyssal ink clouds the water — stay out of the black pools!”
wind-up 2.4s · radius 3.6 · damage 34–46
Anchor Castchase
“The Anchorite casts its great anchor after you — keep moving, lead it away!”
wind-up 2.8s · radius 5 · damage 40–54
🐋
3. Maelgloam, the Cathedral Leviathan · Final Boss
HP 8,800 · melee 38–50
  • The leviathan that swallowed the cathedral. It crushes with WHIRLPOOLS (many circles — keep moving), then a CRUSHING TIDE that floods all but one safe ring (get in), and breathes a LINE of pressure across the nave.
  • At half health it thrashes faster and overlaps mechanics. Read the deep — it always tenses before it strikes — and slay the Cathedral Leviathan.
🌀WhirlpoolsDanger circle — get OUT
“Whirlpools open across the nave — keep moving off the marked water!”
wind-up 2.3s · radius 3.4 · damage 44–60
🌊Crushing TideSafe ring — get IN
“A crushing tide floods the cathedral — one ring of calm remains. Get IN!”
wind-up 3s · radius 5.5 · damage 62–84
➡️Pressure WaveLine / lane — sidestep
“The leviathan exhales a wave of pressure — get out of the lane!”
wind-up 2s · radius 3.8 · length 34 · damage 48–64
🐋Leviathan Tailbeam
“Maelgloam sweeps its vast tail across the nave — don't let it pass over you!”
wind-up 2.6s · radius 3.8 · length 40 · damage 50–66
🌀Crushing Deepring
“The crushing deep rings outward — get IN CLOSE, into the leviathan's lee!”
wind-up 3s · radius 16 · damage 54–72
🐟Call the DrownedSummons adds
“Maelgloam calls the drowned choir — destroy them!”
wind-up 2.4s · summons 2× Abyssal Cantor
Phase changes:
  • At 50% HP: “THE SEA REMEMBERS EVERY DROWNED THING!” — hastens (×1.25), summons reinforcements.

Loot Table — exact drop rates

ItemRarityQtyDrop %Notes
🔱 Abyssal Trident Legendary122% A trident hauled from the drowned choir. It drips, always. +30 damage, +24 max health.
🦞 Pelagic Carapace Legendary118% Armor grown from a leviathan-shell. The deep pressure suits you now. +150 max health, +13 defense.
🎼 A Drowned Hymn Rare5100% A page of choir-song the sea never finished drowning. It hums underwater.
The chest is rolled once on clearing the final boss — each line rolls independently. Minions also drop the materials listed above. Spoils scale up on Heroic.
🏆 Rare Mount — 🪼 Abyssal Armabee
Drop chance: 2.0% from the final boss · dungeon-only — found nowhere else in the world
A bioluminescent drifter from the Drowned Cathedral. It glides as if still underwater. A rare drop. Press G to ride.
Where a Star Fell

The Emberforge Crucible

ASHENREACH · Recommended Lv 52 · 2 minion types · 3 bosses

A star fell into the Ashen Reach an age ago and never cooled. The Cinderlords built a forge around its heart — the Crucible — and feed it still. To take its fire you must outlast the Forgemaster and the burning court that tends the fallen star.

🕯 Environment. A volcanic forge-cavern around a fallen star: rivers of fire, hanging chains of molten ore, obsidian galleries, and a white-hot crucible at the centre that lights the whole cavern red.
Difficulty (Normal)Solo, Lv 52
Heroic×1.5 foes + AI ally
Run time~10 minutes
Quest giversada

Enemy Groups

MinionHPDamageXPDrops
🔥 Cinder Wretch76030–40640 XP Living Cinder (40%)
🌋 Molten Forgeling105036–48820 XP Living Cinder (60%)
🐾 Pack 1: 3× Cinder Wretch · Pack 2: 3× Cinder Wretch · Pack 3: 2× Cinder Wretch, 1× Molten Forgeling · Pack 4: 2× Molten Forgeling, 2× Cinder Wretch · Pack 5: 2× Molten Forgeling, 1× Cinder Wretch
🧩 The Magma Valves. Three magma valves choke the inner forge. Open each to drain the fire and bare the Crucible gate. (3 interactions to open the gate.)

Bosses & Mechanics

🐺
1. The Emberhound Pack-Lord
HP 9,500 · melee 40–52
  • The pack-lord CHARGES in a burning lane — sidestep it. It scatters ember-pools and calls its pack.
  • Cut the Cinder Wretches before they overwhelm you, and keep clear of the charge lane.
🐺Ember ChargeCharge — dodge the lane
“The Pack-Lord crouches to CHARGE — sidestep the burning lane!”
wind-up 1.8s · radius 3.2 · length 24 · damage 48–64
🔥Scattered EmbersDanger circle — get OUT
“Embers scatter across the forge — keep off the burning stone!”
wind-up 2.2s · radius 3.4 · damage 38–52
🐾Run You Downchase
“The Pack-Lord runs you down — keep sprinting, don't let it close the gap!”
wind-up 2.4s · radius 4.5 · damage 42–56
🐺Call the PackSummons adds
“The Pack-Lord howls — the pack answers. Thin them out!”
wind-up 2.2s · summons 3× Cinder Wretch
⚒️
2. The Forgemaster Ashbound
HP 11,000 · melee 46–60
  • The Forgemaster hammers the floor for huge SHOCKWAVES (run wide), rains molten ORE in circles, and stokes himself into an ENRAGE.
  • Burn him through the enrage windows and never stop moving off the marked ground.
💥Forge ShockwaveDanger circle — get OUT
“The Forgemaster slams his hammer — SHOCKWAVE. Run wide!”
wind-up 2.3s · radius 10.5 · damage 56–74
🌋Molten Ore RainDanger circle — get OUT
“Molten ore rains down — keep off the marked stone!”
wind-up 2.2s · radius 3.6 · damage 44–58
⚒️Anvil Barragepillars
“The Forgemaster hammers a GRID of craters — walk the seams between them!”
wind-up 2.4s · radius 2.8 · damage 46–60
Stoke the ForgeSelf-buff (haste/damage)
“The Forgemaster stokes himself white-hot — brace or burn him down!”
wind-up 2s · haste ×1.45, damage ×1.35 for 6s
☄️
3. The Cinderlord, Heart of the Star · Final Boss
HP 14,000 · melee 52–68
  • The living heart of the fallen star. It rains STARFIRE (many circles — keep moving), breathes a LINE of star-flame, and goes SUPERNOVA (the cavern burns save one safe ring — get in). It also calls Forgelings.
  • At half health it overlaps everything and hastes. Watch each tell — even a falling star telegraphs — and quench the Heart of the Star.
Starfire RainDanger circle — get OUT
“Starfire rains across the Crucible — keep moving off the marked stone!”
wind-up 2.2s · radius 3.4 · damage 56–74
➡️Star-Flame BreathLine / lane — sidestep
“The Cinderlord inhales star-flame — get out of the lane!”
wind-up 2s · radius 3.8 · length 36 · damage 60–80
☄️SupernovaSafe ring — get IN
“The Cinderlord goes SUPERNOVA — one ring of shadow remains. Get IN!”
wind-up 3.2s · radius 5.5 · damage 80–108
💫Falling Starchase
“A falling star tracks your shadow — keep moving, do not be beneath it when it lands!”
wind-up 2.6s · radius 5 · damage 72–96
🌅Solar Coronaring
“A corona of fire rings outward — get IN CLOSE to the Heart, into its shadow!”
wind-up 3s · radius 15 · damage 76–100
🌋Call the MoltenSummons adds
“The Cinderlord calls the molten — break the Forgelings!”
wind-up 2.4s · summons 2× Molten Forgeling
Phase changes:
  • At 50% HP: “I AM THE FIRE THAT OUTLASTS THE STARS!” — hastens (×1.3), summons reinforcements.

Loot Table — exact drop rates

ItemRarityQtyDrop %Notes
⚔️ Cinderlord's Edge Legendary120% A greatblade poured from a star that fell into the Reach. +38 damage, +30 max health.
🛡️ Emberforged Plate Legendary116% Plate hammered in the Crucible itself. It glows faintly, forever warm. +185 max health, +16 defense.
🔥 Living Cinder Rare5100% An ember that refuses to die. Smiths would trade a year for one.
The chest is rolled once on clearing the final boss — each line rolls independently. Minions also drop the materials listed above. Spoils scale up on Heroic.
🏆 Rare Mount — 🐉 Ember Drakeling
Drop chance: 2.0% from the final boss · dungeon-only — found nowhere else in the world
A drake hatched in the Emberforge Crucible. Embers trail from its wings. A rare drop. Press G to ride.
At the End of Time

The Last Hour

LONGHUSH · Recommended Lv 60 · 2 minion types · 3 bosses

At the frozen heart of the Long Hush, where the world's last hour pools and will not flow, the Hushed built a sanctum to keep time from ever moving again. Beyond its wardens waits Tempus Mortis — the Last Hour given form. Slay it, and time itself can begin again.

🕯 Environment. A sanctum at the end of time: floating shards of frozen "now", a starless void overhead, motionless waterfalls hung mid-fall, and a great stopped clock-face as the final arena.
Difficulty (Normal)Solo, Lv 60
Heroic×1.5 foes + AI ally
Run time~10 minutes
Quest giverchronicler

Enemy Groups

MinionHPDamageXPDrops
🤍 Hushed Acolyte110040–52900 XP The Final Minute (40%)
⏱ Hour-Warden160048–621200 XP The Final Minute (60%)
🐾 Pack 1: 3× Hushed Acolyte · Pack 2: 3× Hushed Acolyte · Pack 3: 2× Hushed Acolyte, 1× Hour-Warden · Pack 4: 2× Hour-Warden, 2× Hushed Acolyte · Pack 5: 2× Hour-Warden, 1× Hushed Acolyte
🧩 The Stopped Clock. The great clock-face is stopped at the last hour. Wind its three hands to make the final arena turn. (3 interactions to open the gate.)

Bosses & Mechanics

🌑
1. The First Silence
HP 16,000 · melee 54–70
  • The Silence drinks all sound and light. It blooms VOID-CIRCLES everywhere (keep moving) and leaves only one ring of "now" SAFE when it hushes the world (get in).
  • It raises Hushed Acolytes to deepen the silence. Cut them and keep reading the tells.
Void BloomDanger circle — get OUT
“Void-circles bloom across the sanctum — keep moving off them!”
wind-up 2.2s · radius 3.4 · damage 60–80
🤍The Great HushSafe ring — get IN
“The Silence hushes the world — only one ring of "now" is safe. Get IN!”
wind-up 3s · radius 5.5 · damage 84–110
Expanding Silencering
“The silence rings outward — get IN CLOSE, into the one place sound still lives!”
wind-up 3s · radius 15 · damage 70–94
🤍Deepen the SilenceSummons adds
“Acolytes rise to deepen the silence — cut them down!”
wind-up 2.4s · summons 3× Hushed Acolyte
🕰
2. The Great Horologe
HP 18,000 · melee 60–78
  • A vast clockwork warden. Its hands sweep the arena in long LINES (dodge the lanes) and it pendulum-SLAMS a wide ring. It overwinds into an enrage.
  • Treat its hands like clock-hands: watch where they point, then step off the lane. Burn it through the overwind.
➡️Sweeping HandLine / lane — sidestep
“The Horologe's hands sweep round — step out of the lanes!”
wind-up 2s · radius 3.6 · length 36 · damage 66–88
💥Pendulum SlamDanger circle — get OUT
“The great pendulum swings down — clear the ring!”
wind-up 2.4s · radius 10 · damage 70–92
🕛Hour-Hand Sweepbeam
“The Horologe sweeps its hour-hand across the whole face — run AHEAD of the hand!”
wind-up 2.8s · radius 3.6 · length 44 · damage 72–96
OverwindSelf-buff (haste/damage)
“The Horologe overwinds — its hands fly faster. Brace or burn it!”
wind-up 2s · haste ×1.5, damage ×1.4 for 6s
3. Tempus Mortis, the Last Hour · Final Boss
HP 24,000 · melee 66–86
  • The Last Hour given form. It rains FROZEN INSTANTS (many circles — never stop moving), sweeps TIME-HANDS in lanes, and STOPS TIME entirely save one ring of motion (get in). It calls Hour-Wardens, and at half health overlaps it all and hastes hard.
  • This is the end of the world's long sickness. Read every tell, keep your feet moving, and break the Last Hour — so time can flow again.
💠Frozen InstantsDanger circle — get OUT
“Frozen instants shatter across the arena — never stop moving!”
wind-up 2s · radius 3.2 · damage 70–92
➡️Hands of TimeLine / lane — sidestep
“The Last Hour sweeps its time-hands — step out of the lanes!”
wind-up 1.9s · radius 3.8 · length 40 · damage 72–96
Time StopSafe ring — get IN
“TIME STOPS — only one ring still moves. Get IN, now!”
wind-up 3s · radius 5.5 · damage 96–128
🕛The Sweeping Handscross
“The great clock-hands sweep a CROSS — stand between them!”
wind-up 2.4s · radius 3.4 · length 60 · damage 80–104
🕳Collapsing Hourchase
“A collapsing hour hunts your shadow — RUN, do not let it settle on you!”
wind-up 2.8s · radius 5 · damage 88–116
🌀Ring of the Deathlessring
“Stopped time rings outward — get IN CLOSE, beneath the Last Hour!”
wind-up 3s · radius 16 · damage 92–120
Summon the WardensSummons adds
“Tempus Mortis summons its Hour-Wardens — destroy them!”
wind-up 2.4s · summons 2× Hour-Warden
Phase changes:
  • At 50% HP: “TIME ENDS WITH ME — AS IT WAS ALWAYS MEANT TO!” — hastens (×1.3), summons reinforcements.

Loot Table — exact drop rates

ItemRarityQtyDrop %Notes
⚔️ Hourbreaker Legendary118% The blade that ends the last hour. Time flinches from its edge. +46 damage, +40 max health, +4 defense.
👑 Regalia of the Last Hour Legendary114% The vestment of the Keeper of the Last Hour. Nothing moves it. +230 max health, +20 defense.
⏳ The Final Minute Rare6100% A minute that was never spent. Hold it and the world seems to wait for you.
The chest is rolled once on clearing the final boss — each line rolls independently. Minions also drop the materials listed above. Spoils scale up on Heroic.
🏆 Rare Mount — 🐲 Dragon of the Last Hour
Drop chance: 1.5% from the final boss · dungeon-only — found nowhere else in the world
The last dragon, woken at the end of time. Time itself parts before it. The rarest mount in the world. Press G to ride.
Item Level (ilvl) in Dungeons. Purple+ gear from dungeons carries an item level that scales with the dungeon's recommended level. Normal drops range from roughly ilvl 140–200; Heroic drops climb from ilvl 185–255. Your Character Sheet shows your average ilvl across all slots. Below is the per-dungeon breakdown:
DungeonRec. LevelNormal ilvlHeroic ilvlHeroic rarity bump
The Tideclock Grotto465–8085–110Common → Uncommon+
Hollowdeep Barrows1190–110115–140Uncommon → Rare+
The Sunken Hourvault22110–140145–175Rare → Epic+
The Frostforge Deep31140–165175–205Rare → Epic+
The Drowned Cathedral40160–185200–225Epic → Legendary+
The Emberforge Crucible50175–200215–240Epic → Legendary+
The Last Hour60190–215230–255Legendary → (max)

Elite mobs. Five enemies across the dungeons carry the elite tag — they have boosted HP and a telegraphed Heavy Strike wind-up that hits much harder than a regular blow. Watch for the wind-up animation and be ready to dodge or use a defensive cooldown.

Positional damage. Two special multipliers apply in all dungeons: Surprise Attack grants +30% damage on the first strike from stealth (Rogues especially), and Momentum grants +20% damage if you dash immediately before attacking.

Swimming. Some dungeon environments (Tideclock Grotto, Drowned Cathedral) have surface-swim sections. Movement speed is 55% on the water surface, with a gentle sin-wave bob animation.