Dungeons ▾
Dungeon Plane
| Location: | 5,1 |
| Plane: | Plane of Creation |
| Type: | Roguelike Challenge |
| Access Requirement: | Dungeon Entry Card |
| Bonuses/Effects: | |
| Progressive Rewards | |
Overview
The Dungeon Plane is a roguelike challenge where you fight through waves of enemies while collecting cards that make you stronger. Each run is completely different - you'll get random cards to choose from, fight increasingly tough mobs from 3 of the different map Planes you know and love, and earn potentially huge rewards if you can make it to the end. Think of it like a deck-building game mixed with combat - the cards you pick determine how powerful you become.
Your run keeps going until you either reach your kill goal (anywhere from 5,000 to 20,000 base kills depending on your run) or lose 5 times in a row. The deeper you go, the harder it gets, but the rewards scale up too.
Getting Started
Entry Requirements
You need a Dungeon Entry Card to start a run. These drop from various sources in the game, can be obtained from the Immoral Birdman for 25 IEO Fragments, obtained from other players, can be purchased from the Dungeon Shop, or obtained from the Item Mall.
When you start a run, you can activate up to 10 inventory cards from your inventory (cards you've collected from previous runs or purchases). These stay active for your entire run and can completely change how you play. Every run also starts you off with 3 random cards and gives you 1 free reroll for card selections.
Understanding Your Run
Each dungeon run is randomly generated with:
- A random kill goal between 5,000 and 20,000 kills to complete the run
- 3 random planes that determine what mobs you'll fight
- A target number of floors (usually 50, but some items and cards can change this)
- Progressive difficulty that ramps up as you get more kills
Your plane selection is based on your reborns - higher reborns unlock tougher planes with better base difficulty multipliers and better rewards.
Plane Selection
When you start a run, the game randomly selects 3 planes from a pool that's determined by your total reborns. This ensures you're fighting mobs that are appropriate for your power level. The planes selected determine which monster tables you'll pull from during your run.
| Reborns | Available Planes | Difficulty Range |
|---|---|---|
| Under 200,000 | Plane of Creation (1.0x), Plane of Despair (1.3x), Plane of Souls (1.6x) | 1.0x - 1.6x |
| 200,000 - 999,999 | Plane of Despair (1.3x), Plane of Souls (1.6x), Time Temporal (1.7x), Plane of Tides (1.8x), Forgotten Edge (1.9x), Fields of Aaru (2.1x) | 1.5x - 2.0x |
| 1,000,000 - 1,999,999 | Time Temporal (1.7x), Plane of Tides (1.8x), Forgotten Edge (1.9x), Fields of Aaru (2.1x), Twisting Nether (2.3x) | 1.7x - 2.3x |
| 2,000,000+ (Not Rebirth) | Plane of Tides (1.8x), Forgotten Edge (1.9x), Fields of Aaru (2.1x), Twisting Nether (2.3x) | 1.8x - 2.3x |
| 2,000,000+ (Rebirth Mode) | Plane of Tides (1.8x), Forgotten Edge (1.9x), Fields of Aaru (2.1x), Twisting Nether (2.3x), Land of Rebirth (2.5x) | 1.8x - 10.0x |
Players in Rebirth Mode with 2,000,000+ caps always have Land of Rebirth (2.5x) guaranteed as one of their 3 planes. This is the hardest plane in the game and unlocks access to Tier 4 Eternal Lurkers.
The difficulty multiplier shown is the base difficulty for that plane. Your actual difficulty during the run is the average of your 3 selected planes, multiplied by your progress scaling (1.0x at start, up to 5.0x at completion), and modified by any active cards that affect difficulty.
Changing Your Planes Mid-Run
If you get the Planeswalker card during your run, you can reroll your active planes. This will give you 3 new random planes based on your caps range. This can be useful if you're struggling with tough planes or if you want to try for easier/harder combinations.
Floors
Each run is divided into floors, and you advance floors by getting kills. The number of kills needed per floor is calculated by dividing your total kill goal by the target floor count. For example, if your run has 10,000 max kills and targets 50 floors, you'll need 200 kills per floor.
Every 3 floors you complete, you get to pick a new card from 3 random options. The cards you pick stack up and make you progressively more powerful. Some cards give you flat stat boosts, others give you special abilities like lifesteal or dodge chance, and some even modify the run itself (like extending your kill goal or reducing kills needed per floor).
When you complete a floor, new dungeon beasts can spawn around the map for you to hunt down for extra rewards.
Floor Calculation
The base floor system works like this:
- Your run is assigned a random max kill goal (5,000 to 20,000)
- The game targets 50 floors for a standard run
- Kills per floor = Max Kills ÷ Target Floors
For example:
- 10,000 max kills ÷ 50 target floors = 200 kills per floor
- Floor 1 = kills 0-199
- Floor 2 = kills 200-399
- Floor 3 = kills 400-599
- And so on...
Some cards and items can modify this calculation:
Cards that extend max kills: These add to your total kill goal, which means your run lasts longer but the kills per floor stays the same. The target floor count increases to accommodate the extra kills.
Cards that add floors: These increase the target floor count, which reduces kills per floor. More floors = more card selections = faster progression through the card system.
Cards that reduce kills per floor: These directly reduce the kills needed per floor by a percentage, then recalculate the target floor count to maintain your max kills as the completion point.
Fragmented Portal: This special item sets your target floors to a random number between 51-100, dramatically reducing kills per floor and giving you way more card selections.
Portal Charm: This item adds bonus floors to your max floor count based on its level, further reducing kills per floor.
Example Floor Modifications
Let's say you start a run with 10,000 max kills targeting 50 floors (200 kills per floor):
- Marathon Runner card (+2,500 max kills): Your run now has 12,500 max kills. Target floors increases to about 63 floors. Still 200 kills per floor, but now you have more floors to complete.
- Deep Dive card (+5 floors): Your target floors increases to 55. Kills per floor drops to about 182. You'll get card selections faster.
- Sprint card (-5% kills per floor): Your kills per floor drops to 190. Target floors increases to about 53 to maintain 10,000 max kills.
- Fragmented Portal (51-100 floors): Let's say you roll 75 floors. Kills per floor drops to about 133. You'll zoom through floors and get tons of card selections.
All of these can stack together for some crazy combinations. If you stack floor extension cards with Portal Charm and Fragmented Portal, you can end up with runs that have 100+ floors with very few kills per floor, letting you collect a massive number of cards.
The Cards
Card Rarities
Cards come in different rarities that determine how powerful they are:
- Common - Basic stat boosts, easy to find (45% drop rate)
- Rare - Combat mechanics and better boosts (30% drop rate)
- Epic - Run modifiers and powerful effects (18% drop rate)
- Legendary - Game-changing abilities (7% drop rate)
- Beast - Special cards that only drop from killing beasts
- Starter - Cards that modify how your run begins (only available as inventory cards)
- Item Mall - Premium cards available for purchase (never drop naturally)
Card Selection
Every 3 floors, you'll get to choose 1 card from 3 random options. The rarity of cards offered is weighted, so you'll see more common cards than legendary ones. However, you can influence this with certain inventory cards that boost specific rarity drop rates.
You can have up to 10 cards active at once. If you're at the limit and get offered a new card, you'll need to discard one of your current cards to make room.
Card Rerolls
Don't like the 3 cards you're offered? You can reroll them to get 3 new random cards. Each run starts with 1 free reroll, and you can get more rerolls from:
- Cards with reroll effects (each level adds more rerolls)
- Card Vouchers (consumable item that gives +3 rerolls when used)
Once you pick a card (or skip), you can't go back and reroll that same offer.
Card Effects
Cards have tons of different effects. Here are the main categories:
Combat Stats: Attack, Defense, HP, Speed multipliers that directly make you stronger
Combat Mechanics: Lifesteal, Crit Chance, Crit Damage, Dodge, Execute (instakill below X% HP), Multi-Hit, Armor Penetration
Progression Boosts: EXP multipliers, Credit multipliers, Skill Chance multipliers, Skill Gain multipliers, Level multipliers (some cards give up to 2500x skill chance or 500x EXP gain!)
Run Modifiers: Extend max kills, add more floors, reduce kills per floor, skip ahead in kills, change active planes
Special Abilities: Summon beast allies, Phoenix (revive chance), Random buffs each floor, Copy a random active card
Difficulty Modifiers: Make enemies weaker OR stronger (stronger = better rewards), affect all stats and rewards
Beast & Lurker Bonuses: Increased damage to beasts/lurkers, spawn rate changes, weaken or strengthen effects
Inventory Cards
When you complete a run (or rarely during runs), you can earn inventory cards that go into your inventory. These cards can be activated at the start of future runs and give you a huge advantage. Some inventory cards are starter cards that modify how your run begins - like starting with extra kills, starting on a higher floor, or beginning with extra random cards already active.
You can also purchase inventory cards from the Dungeon Shop using Dungeon Currency earned from runs.
Combat & Difficulty
Difficulty Scaling
Enemy power scales throughout your run based on:
- Your kill progress (0% progress = 1.0x difficulty, 100% progress = 5.0x difficulty)
- Active planes (each plane has a different difficulty multiplier)
- Your active cards (some cards make enemies harder but give better rewards)
The game divides enemies into 3 tiers based on your progress:
- Easy Tier (0-33% progress): Bottom 10 weakest mobs from your active planes
- Mid Tier (34-66% progress): Middle-tier mobs
- Hard Tier (67-100% progress): Top 10 strongest mobs
Lurker System
Lurkers are elite enemies that randomly spawn during combat. They're significantly stronger than normal mobs but give massive rewards. There are 4 tiers of lurkers:
| Tier | Name | Power Multiplier | Base Spawn Rate | Requirements |
|---|---|---|---|---|
| 1 | Lurker | 100x | 2% | None |
| 2 | Shadow Lurker | 1,000x | 1% | None |
| 3 | Void Lurker | 2,500x | 1% | None |
| 4 | Eternal Lurker | 10,000x per respawn | 2% | Rebirth Mode only |
Lurker spawn rates increase with difficulty and are heavily affected by cards. You can also get cards that increase your damage to lurkers, weaken them, increase their spawn frequenccy, or strengthen them for even better rewards.
While killing Lurkers, you'll receive access to the Arena Drop Table which greatly boosts the overall rewards of the Dungeon with drops directly from the mobs themselves!
Dungeon Beasts
Special dungeon beasts can spawn at random locations on each floor. These are private to you and much stronger than normal beasts. Killing them has a chance to drop beast rarity cards, which are some of the most powerful cards in the codex as well as the easiest way to get an edge up over the Lurkers of a Dungeon.
There are 4 types of dungeon beasts:
| Type | Name | Spawn Rate | HP |
|---|---|---|---|
| 1 | Void Reaver | 5% | 1×10¹⁵ × 3.0 |
| 2 | Ethereal Phantom | 4% | 8×10¹⁴ × 2.5 |
| 3 | Chaos Titan | 3% | 1.5×10¹⁵ × 4.0 |
| 4 | Dungeon Guardian | 2% | 2×10¹⁵ × 5.0 |
When killing a beast, you have a chance to drop a beast rarity card. The drop rate is 5% and can be increased by cards. You can also get cards that increase your damage to beasts, weaken them, increase their spawn frequenccy, or strengthen them for even better rewards.
When you get a beast card drop:
- If you have room in your active cards (under 10), it's automatically added to your run cards and activated
- If you're at 10 active cards, it's locked as a pending card offer that you must address before continuing (you'll be prompted to swap out an existing card)
- Killing a Dungeon Beast also has a 1:125 chance to drop Jarred Beast Guts which increase your "run boosting" cards draw weights by 0.01x each!
Rewards
Dungeon Currency
Every run grants Dungeon Currency based on a complex formula that rewards multiple factors:
Base Currency = (Kills ÷ 700) + (Floors × 1.15) + (Difficulty × 7) + (Active Planes × 1) + (Card Strength × 0.2) + (Beasts × 0.8)
Total Currency = Base Currency × Reward Multiplier from Cards
Let's break this down with an example run:
- 10,000 kills completed = 14 currency
- 50 floors reached = 57 currency
- 5.0x average difficulty = 35 currency
- 3 active planes = 3 currency
- 25 total card levels = 5 currency
- 10 beasts killed = 8 currency
- Base Total = 122 currency
If you have a 2.5x reward multiplier from cards, you'd get 305 currency from this run.
Currency is capped at around 12,000-15,000 for extremely optimized runs to prevent runaway inflation.
This currency is awarded even on failure (50% penalty) or early exit (no penalty), so you'll always make progress toward shop purchases even if you don't complete the run.
Run Completion Rewards
When you complete a run (reach your max kill goal), you get massive rewards that scale with multiple factors:
Scaling Factors:
- Total kills completed
- Floors reached (capped at 1,000 floors for the calculation)
- Reward multiplier from cards (capped for balance)
- Dungeon Ring level (+0.25x per level, caps at level 10 for 3.5x total)
- Dungeon Bear (+2% reward boost)
- Active card effects (rare drop bonuses, drop rate bonuses)
Final Multiplier Calculation:
Base Scale = max(1, Kills ÷ 1,500)
Floor Bonus = max(1, Floors ÷ 35)
Final Multiplier = (Base Scale × Floor Bonus) × (Card Reward Multiplier + 2)
With caps to prevent excessive rewards:
- If Final Multiplier > 500, it's randomized between 490-520
- If Final Multiplier > 400, it's randomized between 390-420
- If Final Multiplier > 300, it's randomized between 290-320
- If Final Multiplier > 200, it's randomized between 190-220
This multiplier is then applied to all guaranteed and rare rewards.
Guaranteed Rewards
These always drop on completion:
- Dungeon Currency (see formula above)
- Cash Credits: 15,000-18,000 × Final Multiplier
- Shard Dust: 18,000-22,000 × Final Multiplier
- Vampire Blood Phials: 9,000-11,000 × Final Multiplier
High Chance Rewards (75% each)
- Crafting Stones: 12,000-16,000 × (Final Multiplier ÷ 2)
- Prismatic Stones: 8,500-10,000 × (Final Multiplier ÷ 2)
- Enchanted Timbers: 8,500-10,000 × (Final Multiplier ÷ 2)
- Arena Tickets: 1-30 tickets (flat amount, not affected by multiplier)
Medium Chance Rewards (40% each)
- Strange Essence: 1-2 × (Final Multiplier ÷ 50)
- Primal Essence: 1-2 × (Final Multiplier ÷ 50)
- IEO Fragments: 1-7 fragments (flat)
- Lingering Tormented Souls: 1-3 souls (flat)
- Tidal Fishing Stackables: 1 random type from GigaShards, Planet Pearls, Hydra Spines, Universe Shards, Astral Scales, or Kraken Tentacles
Rare Rewards (15% each)
- Store Credit: $0.50-$8.00 (real money currency!) - 1:2,000 chance
- Power Shard Levels: 100-500 levels - 1:30 chance
- Skill Shard Levels: 100-500 levels - 1:30 chance
- Permanent Bonuses: 0.01-0.05 added to EXP/Credit/Skill Chance Bonus (1%-5% permanent increase) - 1:30 chance
- Auto Attacks: 25-125 auto attacks - 1:100 chance
- Unholy Fireworks: 1 firework - 1:1,000 chance
Guild Bonuses (15% each, only if in a guild)
- Guild Credit Bonus: +100,000% - 300,000%
- Guild Experience Bonus: +100,000% - 300,000%
- Guild Skill Bonus: +100,000% - 300,000%
SSS Levels (1:1,000 chance, only if you own SSS)
- SSS Levels: 1-50 levels
Inventory Card Drops (Completion Only)
The game checks for Inventory card drops in order from rarest to most common. Once a card drops, it stops checking lower rarities:
- Legendary Card: 1:150 chance
- Epic Card: 1:150 chance (if legendary didn't drop)
- Rare/Common Card: 1:50 chance (if epic didn't drop)
- Starter Card: 1:250 chance (if rare didn't drop)
- Hardmode Start Card: 1:50 chance (if starter didn't drop)
Cards are added to your card inventory and can be used to start future runs.
Dungeon Bear Sharing (20% chance when Dungeon Bear is active)
If you have the Dungeon Bear item and it triggers (20% chance), the game selects 3 random online non-guest players and gives them 5% of EACH of your rewards (only rewards worth 50+ after the 5% calculation). This is on top of your rewards, not taken from them. The affected players each get a private message showing what they received, and a global message announces the sharing to everyone.
Early Exit Rewards
If you use the Early Exit option before completing your run, you still get rewards but with penalties based on how many floors you had left:
Penalty Calculation:
Max Floor = ceil(Max Kills ÷ Kills Per Floor)
Current Floor = floor(Current Kills ÷ Kills Per Floor)
Floors Remaining = Max Floor - Current Floor
Guaranteed Reward Penalty = Floors Remaining ÷ Max Floor (0.0 to 1.0)
Drop Chance Penalty = Floors Remaining × 2 (added to the 2nd mt_rand cap)
For example, if you had 50 max floors and exit at floor 30:
- Floors Remaining = 20
- Guaranteed Penalty = 20 ÷ 50 = 0.4 (40% reduction)
- Drop Chance Penalty = 20 × 2 = 40 (makes drops ~40% harder to get)
Dungeon Currency is NOT penalized - you get the full amount based on your progress.
Guaranteed rewards are reduced by the penalty percentage. If you were going to get 100,000 Cash Credits but exit with 40% remaining, you only get 60,000.
Drop chances are worse - the second random roll cap is increased by the penalty amount, making it harder to hit the drop threshold.
This system still lets you get something if you're struggling, but heavily incentivizes completing the full run for maximum rewards.
Dungeon Shop
The Dungeon Shop lets you spend Dungeon Currency on various items. Prices are balanced around average runs earning 60-80 currency, with prices ranging from a few hundred to tens of thousands for the most valuable items.
Available categories:
- Resources: Cash Credits, Shard Dust, Vampire Blood, Crafting Stones, Prismatic Stones, Enchanted Timbers
- Stackables: Arena Tickets, Strange Essence, Primal Essence, IEO Fragments, Lingering Souls
- Progression: Power Shard Levels, Skill Shard Levels, Auto Attacks, SSS Levels
- Premium: Store Credit, Dungeon Entry Cards (50% off!)
- inventory Bonuses: +0.1% or +1% inventory HP/Attack bonuses
Special Items
Several items found in the Item Mall enhance your dungeon runs:
- Lucky Deck: 50% chance to save inventory cards when used (they go back to your inventory instead of being consumed)
- Fragmented Portal: Increases floor count to 51-100 random (more floors = more card selections)
- Portal Charm: Adds bonus floors to the max floor count based on charm level
- Dungeon Ring: +0.25x reward multiplier per level (caps at level 10 for 3.5x total)
- Dungeon Bear: +2% reward boost, 20% chance to share 5% of rewards with 3 random online players
- Cheated Deck: Improves card draw quality (reduces common by 10%, adds to rare/epic/legendary)
- Jarred Beast Guts: +1% weight per level to run-boosting cards (double_progress, extend_floors, reduce_floor_kills, extend_run)
- Card Vouchers: Consumable item that grants +3 rerolls when used
Failure & Run End
Your run ends if:
- You lose 5 consecutive combats (unless you have loss immunity cards)
- You manually exit the run early
- You complete the run (reach max kills)
- You activate "All or Nothing" card and fail the 50/50 roll
When a run fails, you lose all active cards and run progress, but you keep any inventory cards earned during that run. You also still earn a small amount of Dungeon Currency based on your progress (50% of what you would have earned if you completed it).
Update History
| Date | Change |
|---|---|
| November 23, 2025 | Dungeon introduced |