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.
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.
Enemy Groups
| Minion | HP | Damage | XP | Drops |
|---|---|---|---|---|
| 🦀 Grotto Snapper | 80 | 5–9 | 60 XP | Luminous Tide-Scale (40%) |
| 🐙 Tidepool Lurker | 120 | 7–11 | 80 XP | Luminous Tide-Scale (60%) |
Bosses & Mechanics
- 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.
- 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.
- 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.
- At 50% HP: “THE TIDE NEVER STOPS!” — hastens (×1.25).
Loot Table — exact drop rates
| Item | Rarity | Qty | Drop % | Notes |
|---|---|---|---|---|
| 🗡️ Pearltide Edge | Rare | 1 | 30% | A blade chipped from a single grotto-pearl. It never quite dries. +9 damage, +8 max health. |
| 💍 Brinekeeper's Band | Rare | 1 | 30% | A ring of barnacled gold from the grotto deeps. +22 max health, +3 damage. |
| 🐚 Luminous Tide-Scale | Rare | 3 | 100% | A scale that glows like the grotto pools. Sought by Isle jewellers. |
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.
Enemy Groups
| Minion | HP | Damage | XP | Drops |
|---|---|---|---|---|
| 🧟 Barrow Ghoul | 130 | 7–12 | 95 XP | Hollow Marrow (40%) |
| 👻 Grave-Wight | 180 | 9–14 | 120 XP | Hollow Marrow (60%) |
Bosses & Mechanics
- 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.
- 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.
- 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.
- At 50% HP: “YOU WILL JOIN MY COURT!” — hastens (×1.2), summons reinforcements.
Loot Table — exact drop rates
| Item | Rarity | Qty | Drop % | Notes |
|---|---|---|---|---|
| 🛡️ Gravewarden Plate | Epic | 1 | 28% | Plate stripped from a barrow-knight who forgot how to fall. +70 max health, +7 defense. |
| 🏮 Barrowlight Lantern | Epic | 1 | 28% | A grave-lantern that burns cold and steady. +4 damage, +3 defense, wards the night. |
| 🦴 Hollow Marrow | Rare | 3 | 100% | Marrow from a thing that should have been bones long ago. It is faintly warm. |
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.
Enemy Groups
| Minion | HP | Damage | XP | Drops |
|---|---|---|---|---|
| ⚙️ Cogling | 200 | 10–15 | 150 XP | A Geared Hour (40%) |
| 🗿 Vault Sentinel | 300 | 13–19 | 200 XP | A Geared Hour (60%) |
Bosses & Mechanics
- 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.
- 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.
- 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.
- At 50% HP: “I HAVE EATEN KINGS AND CENTURIES!” — hastens (×1.25), summons reinforcements.
Loot Table — exact drop rates
| Item | Rarity | Qty | Drop % | Notes |
|---|---|---|---|---|
| 🪄 Vaultkeeper's Scepter | Epic | 1 | 26% | A clockwork scepter that ticks against stilled time. +14 damage, +14 max health. |
| 🥻 Chronoweave Vestment | Epic | 1 | 26% | Cloth woven from spun hours; blows slow as they near it. +90 max health, +8 defense. |
| ⚙️ A Geared Hour | Rare | 4 | 100% | A single hour wound onto a brass gear. It will run only when wound. |
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.
Enemy Groups
| Minion | HP | Damage | XP | Drops |
|---|---|---|---|---|
| 🥶 Frozen Thrall | 320 | 14–20 | 240 XP | Frost-Ember (40%) |
| 🗿 Rime Golem | 460 | 18–26 | 320 XP | Frost-Ember (60%) |
Bosses & Mechanics
- 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.
- 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.
- 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.
- At 50% HP: “THE COLD TAKES EVERYTHING, IN TIME!” — hastens (×1.25), summons reinforcements.
Loot Table — exact drop rates
| Item | Rarity | Qty | Drop % | Notes |
|---|---|---|---|---|
| 🔨 Frostforge Maul | Epic | 1 | 24% | A maul quenched in living frost. Each blow rimes the air. +22 damage, +18 max health. |
| 🛡️ Rimeguard Aegis | Legendary | 1 | 20% | A shield-plate of black ice that never melts. +120 max health, +11 defense. |
| ❄️ Frost-Ember | Rare | 4 | 100% | A coal that burns cold, pried from the Frostforge. It frosts your palm. |
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.
Enemy Groups
| Minion | HP | Damage | XP | Drops |
|---|---|---|---|---|
| 🧟 Drowned Faithful | 520 | 22–30 | 420 XP | A Drowned Hymn (40%) |
| 🐟 Abyssal Cantor | 720 | 26–36 | 560 XP | A Drowned Hymn (60%) |
Bosses & Mechanics
- 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.
- 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.
- 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.
- At 50% HP: “THE SEA REMEMBERS EVERY DROWNED THING!” — hastens (×1.25), summons reinforcements.
Loot Table — exact drop rates
| Item | Rarity | Qty | Drop % | Notes |
|---|---|---|---|---|
| 🔱 Abyssal Trident | Legendary | 1 | 22% | A trident hauled from the drowned choir. It drips, always. +30 damage, +24 max health. |
| 🦞 Pelagic Carapace | Legendary | 1 | 18% | Armor grown from a leviathan-shell. The deep pressure suits you now. +150 max health, +13 defense. |
| 🎼 A Drowned Hymn | Rare | 5 | 100% | A page of choir-song the sea never finished drowning. It hums underwater. |
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.
Enemy Groups
| Minion | HP | Damage | XP | Drops |
|---|---|---|---|---|
| 🔥 Cinder Wretch | 760 | 30–40 | 640 XP | Living Cinder (40%) |
| 🌋 Molten Forgeling | 1050 | 36–48 | 820 XP | Living Cinder (60%) |
Bosses & Mechanics
- 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.
- 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.
- 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.
- At 50% HP: “I AM THE FIRE THAT OUTLASTS THE STARS!” — hastens (×1.3), summons reinforcements.
Loot Table — exact drop rates
| Item | Rarity | Qty | Drop % | Notes |
|---|---|---|---|---|
| ⚔️ Cinderlord's Edge | Legendary | 1 | 20% | A greatblade poured from a star that fell into the Reach. +38 damage, +30 max health. |
| 🛡️ Emberforged Plate | Legendary | 1 | 16% | Plate hammered in the Crucible itself. It glows faintly, forever warm. +185 max health, +16 defense. |
| 🔥 Living Cinder | Rare | 5 | 100% | An ember that refuses to die. Smiths would trade a year for one. |
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.
Enemy Groups
| Minion | HP | Damage | XP | Drops |
|---|---|---|---|---|
| 🤍 Hushed Acolyte | 1100 | 40–52 | 900 XP | The Final Minute (40%) |
| ⏱ Hour-Warden | 1600 | 48–62 | 1200 XP | The Final Minute (60%) |
Bosses & Mechanics
- 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.
- 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.
- 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.
- At 50% HP: “TIME ENDS WITH ME — AS IT WAS ALWAYS MEANT TO!” — hastens (×1.3), summons reinforcements.
Loot Table — exact drop rates
| Item | Rarity | Qty | Drop % | Notes |
|---|---|---|---|---|
| ⚔️ Hourbreaker | Legendary | 1 | 18% | The blade that ends the last hour. Time flinches from its edge. +46 damage, +40 max health, +4 defense. |
| 👑 Regalia of the Last Hour | Legendary | 1 | 14% | The vestment of the Keeper of the Last Hour. Nothing moves it. +230 max health, +20 defense. |
| ⏳ The Final Minute | Rare | 6 | 100% | A minute that was never spent. Hold it and the world seems to wait for you. |
| Dungeon | Rec. Level | Normal ilvl | Heroic ilvl | Heroic rarity bump |
|---|---|---|---|---|
| The Tideclock Grotto | 4 | 65–80 | 85–110 | Common → Uncommon+ |
| Hollowdeep Barrows | 11 | 90–110 | 115–140 | Uncommon → Rare+ |
| The Sunken Hourvault | 22 | 110–140 | 145–175 | Rare → Epic+ |
| The Frostforge Deep | 31 | 140–165 | 175–205 | Rare → Epic+ |
| The Drowned Cathedral | 40 | 160–185 | 200–225 | Epic → Legendary+ |
| The Emberforge Crucible | 50 | 175–200 | 215–240 | Epic → Legendary+ |
| The Last Hour | 60 | 190–215 | 230–255 | Legendary → (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.