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Dungeons

Dungeons are Teldaria's instanced group content. You gather a dungeon party, pick a run from a menu, and the server drops your group into a private copy of a hand-built map packed with scripted mob waves, mini-bosses and a boss at the end. Nothing you do inside touches anyone else's run — the server keeps up to five copies of each dungeon going at once, so a busy evening never means queueing.

There are four dungeons: Bandit Lair and Pandemic, plus a Mythic hard mode of each that only opens up at level 500. Every run is timed, every completed run pays out level XP, money and tokens, and every run finishes at a reward block you right-click for the real loot.

How Dungeons Work

Making a Dungeon Party

Dungeon groups use their own commands and are separate from ordinary parties. The leader creates the group, invites the rest, and the whole group enters together.

Party size is capped per dungeon, not globally: Bandit Lair takes up to 5 players, Pandemic up to 4.

You don't need a group: every dungeon can also be entered solo.

Entering a Dungeon

Type /dungeons to open the dungeon menu. Each dungeon has its own icon in the menu — a wooden sword for both Bandit Lair difficulties, a diamond sword for both Pandemic difficulties — and the icon's tooltip lists the gear tier the run is balanced around. Pick one and your party is teleported in.

Each dungeon has a level requirement, and you need it before the run will let you in: 15 for Bandit Lair, 75 for Pandemic, and 500 for either Mythic version. The prestige tree sells a Remove dungeon level limit perk, which lets a prestiged character walk into content their level would normally lock off.

The Bandit Lair's entrance is marked in the world with a hologram reading ☠ Bandit Lair ☠, out in Ever Wild at roughly 98, 78, 199 — but the run itself is always joined through the /dungeons menu, not by walking in.

Time Limits and Lives

Every dungeon is on a clock. Bandit Lair gives you 25 minutes; Pandemic gives you 45 minutes. Both Mythic versions keep exactly the same limit as their normal counterpart — the map and the timer are identical, only the enemies and the rewards change.

Pandemic also runs on a shared party pool of 10 lives, which Bandit Lair does not have at all. To soften that, Pandemic sets two respawn checkpoints as you progress: one about halfway through the run, and one on the approach to the boss arena. Walking into a checkpoint prints "Respawn point has been set!" in chat, and deaths after that put you back there instead of at the start.

TODO: confirm what happens when the timer runs out or the last life is spent — whether the party is kicked out, and whether any rewards are kept.

TODO: confirm the death penalty inside dungeons (whether you drop items on death as you do in the Nether).

Difficulty Modes

The Mythic versions are not a difficulty toggle you flip on an existing run — they are separate dungeons with their own slot in the /dungeons menu, their own level requirement and their own loot table. What they share with the normal version is the map, the spawn point, the party cap, the time limit and the room-by-room layout. What changes is that every single enemy is swapped for a Mythic variant of itself, and the payout jumps — roughly two-and-a-half times across the board for Pandemic, and five times the XP, three times the tokens and sixteen times the money for Bandit Lair.

Both Mythic dungeons require level 500, which is the game's maximum level — this is genuinely endgame content, and it is the only place Mythic gear drops. As of this writing the server has not recorded a single completion of either Mythic dungeon, so treat any run as uncharted territory and go in overgeared.

TODO: how much stronger the Mythic enemies actually are is not documented — their health and damage values are unknown.

Cooldowns

The server remembers the last time you finished each dungeon, and each difficulty is tracked separately — clearing Bandit Lair does not put Bandit Lair [Mythic] on cooldown, or the other way round.

TODO: the length of the dungeon cooldown is not documented, nor whether it blocks re-entry or only the rewards. For comparison, the seasonal Santa's Workshop run could be redeemed for rewards every 8 hours.

Dungeon Stats

Dungeon Level Required Max Party Time Limit Lives Recommended Gear Boss
Bandit Lair 15 5 25 minutes — Sturdy+ Ragnar
Pandemic 75 4 45 minutes 10 Legendary+ Hellbeast
Bandit Lair [Mythic] 500 5 25 minutes — Mythic Ragnar [Mythic]
Pandemic [Mythic] 500 4 45 minutes 10 Mythic Hellbeast [Mythic]

Flavour worth knowing before you walk in: the Bandit Lair sky is locked at permanent midday, and Pandemic's is locked at permanent midnight. Pandemic's boss hands out Night Vision to everyone nearby once the fight starts, so the dark stops being a problem exactly when it would matter most.

Strategy

Bring the party the dungeon was built for. The recommended gear tier on the menu icon is not a suggestion — Bandit Lair expects Sturdy or better, Pandemic expects Legendary or better, and the Mythic runs expect a max-level character in Mythic gear.

Kill mobs on the way in, not on the way out. Your loot at the end is rolled against a reward chance you build up by killing things during the run (see Loot below), so a party that sprints past everything can reach the boss with almost nothing to roll.

Bandit Lair rewards speed. Its 140 scripted enemies are spread over 15 combat rooms, and an area-damage build can delete whole clusters as it moves. Experienced players clear the whole lair in 2–3 minutes for the token, which makes it the fastest token income in the game. Kill bandits the instant they spawn — their splash potions of blindness and slowness are what actually slows a fast clear down.

Pandemic rewards patience. It runs 159 regular scripted enemies and stacks named fights on top of them: a Pyromancer encounter right off the spawn, the Hellfeather mini-boss (6,000 health), a Blaze King, two Reformed Demons, then Hellbeast at 16,500 health, and finally a second Pyromancer (8,000 health) waiting at the reward area itself. Do not put your gear away when Hellbeast falls.

Fight Hellbeast in melee. It heals itself off nearby lava, can raise a shield that deflects arrows, teleports around the arena, and cannot be knocked back. Its lava geysers hit for 50 and set you alight if you are within about 6 blocks, and it seeds the arena with meteors you can break — each has 70 health.

Watch the Pyromancer at the end of Pandemic. It has 99% knockback resistance and blinks away through lava when it takes damage, so it does not stay where you put it.

Dungeon enemies also count toward Missions. Bandit Lair alone has 16 of them, including one for simply completing the dungeon once ($10,000, resetting every 9 hours) and tiered 50 / 150 / 300-kill missions for Sword Bandits, Bow Bandits, Enforcer Bandits, Tamed Wolves and Tamed Bears.

Loot

How Reward Chance Works

The main prize is not what individual enemies drop — it is what you claim at the end. Killing enemies during the run raises your reward chance, and when the boss falls the run rolls once against it: pass, and the reward block appears in the final room for the whole party to claim; fail, and no loot appears at all.

Reward chance decides whether you get an item, not which item. A run finished at 5% reward chance can pull exactly the same drop as a run finished at 100% — you are simply far less likely to pull anything at all. That is what makes skipping enemies a gamble rather than a mistake.

Bandit Lair's reward figure is 125 enemies for both difficulties and Pandemic's is 250 for both. Not every kill counts as one, though: Bandit Lair's Enforcer Bandits are worth 3 kills each, and Pandemic's Hellfeather and Blaze King are worth 50 each — which is how Pandemic's figure of 250 stays reachable with far fewer actual enemies.

TODO: confirm exactly how the kill count maps to reward chance — whether it is a straight percentage of that figure or something else.

Where to Claim

Each dungeon ends at a small reward area where the reward block appears under a hologram that reads "Right click to recieve your reward!" Each player claims once: the click pays out the guaranteed rewards below plus several separate loot rolls.

Dungeon Loot Rolls Level XP Money Tokens
Bandit Lair 3 80 $750 1
Pandemic 3 300 $10,000 2
Bandit Lair [Mythic] 3 400 $12,000 3
Pandemic [Mythic] 4 750 $25,000 5

The level XP, money and tokens in that table are guaranteed when you claim — they arrive whatever the loot rolls give you. Pandemic [Mythic] is the only run that hands out a fourth loot roll, on top of having the biggest guaranteed payout in the game.

Tokens spend in the token shop via /tokenshop (aliases /voteshop and /vshop), and /tokens shows your balance.

What the Blocks Roll

Each roll picks one entry from that dungeon's table. Broadly:

Dungeon Common Pulls Rare Pulls
Bandit Lair Forgotten and Ghostly gear, Hair, Blood Vials, a Ghostly Bottle Two cosmetic weapon textures, at well under 1% each
Bandit Lair [Mythic] Fatal and Legendary gear, Hair, Blood Vials, a Legendary Bottle Mythic Dagger or Mythic Spear (~1.8% per roll each), plus the same two textures
Pandemic Fatal and Legendary gear, Scorched Bones, an Eyeball, a Legendary Bottle The Hellbeast sword texture, at well under 1%
Pandemic [Mythic] Legendary gear, Scorched Bones, Eyeballs, Legendary Bottles Mythic Sword, Mythic Bow, Mythic Great Axe or Mythic Helmet (~2.4% per roll each), plus the Hellbeast sword texture

Mythic gear drops nowhere else. No Mythic item appears in either normal dungeon's table — the only way to pull one is a level 500 run of a Mythic dungeon.

Drops From Dungeon Enemies

On top of the end-of-run loot, dungeon enemies drop crafting materials at roughly a 5% rate — Hair and Blood Vials from bandits, Fangs and Claws from the Tamed Wolves, Fur from the Tamed Bears, and Scorched Bones, Wings, Hearts and Exotic Meat from Pandemic's demons, imps, knights and hellworms. Pandemic's trash also pays 5 level XP per kill (the Blaze King pays 10), which makes it respectable levelling on its own.

TODO: confirm whether Mythic-dungeon enemies drop crafting materials at all — they do not appear in the material drop tables, which suggests they may not.

Imperial Highway — Coming Soon

The fourth dungeon is on its way. The Imperial Highway dungeon configuration is staged on the server but currently disabled — it is missing its final boss, and is planned to open with the upcoming reset. Until then, the Highway exists as an open-world zone: six samurai-themed mob types, each with its own Advanced mission paying $15,000 plus crafting materials for 50 kills.

Retired Dungeons

Two seasonal event dungeons have run in the past and are no longer available:

Both still have completion records on the server from the years they ran, but neither appears in the dungeon menu today.

TODO: confirm whether the seasonal dungeons return with their events or are retired for good.