Dungeons

Dungeons are unlocked when you have at least 6 unlocked Pets. It is a secondary levelling mechanic for your Pets that persists between rebirths and turns them into RPG heroes!

Dungeon Rewards
Pets can gather resources and craft them into weapons, armor and accessories, which they can equip. Pet equipment improves Pet dungeon stats, and also improves your God's stats (player attack, player HP, player Mystic, build speed and creation speed). Walking sticks and their upgrades grant a bonus to all campaigns.

Pets who are exploring a dungeon can also encounter various events which give permanent rewards, depending on the dungeon. Some of these rewards include god power, pet stones, pet growth increases, and extra crafting resources. See the Dungeon Drops section for details.

Pets may also be evolved into Adventurers, which gain bonuses to all campaigns. See the Pet Evolution and Class section for details.

Dungeon Exploration
Pets must be organized into parties which explore a dungeon as a group. By default, you may only have one party at a time. Additional party slots may be purchased for 300k pet stones, 10k of each infinity point, 2000 of each gem, or 1000/1500 challenge points. Pets who are in a party may not go on campaigns, even if that party is currently idle.

Parties consist of up to 6 of your Pets, organized in two rows of up to 3 Pets each. Pets in the front row get attacked more often; Pets in the back row (except Mages) deal less damage.

Each party can be sent into one Dungeon at a time. You may select which dungeon, how deep to go, and how long to explore (with a duration of 15 minutes per room to 12 hours). You may also select extra difficulty (monsters have higher stats and give more experience, with a higher chance of drops).

The following Dungeons are available:
 * Newbie Ground
 * Scrapyard
 * Forest
 * Volcano
 * Mountain
 * Water Temple

When you're just starting out it's best to start at the Newbie Ground until your Pets gain some Dungeon Experience Levels. Other Dungeons can be attempted when your party is around level 10.

Each Dungeon other than the Newbie Ground has 3 Depth levels. Depth 2 is substantially more challenging than Depth 1, and Depth 3 is much more difficult than Depth 2. Explorers are advised to stick to Depth 1 until they feel confident against Depth 1 with the Difficulty setting at maximum.

Every 15 minutes of exploration lets your Pets explore 1 room of a Dungeon. If your exploration is 6 rooms (90 minutes) or longer, the 6th room will be a Depth 1 Boss fight. (Since game version 3.14.1016.)

If you choose to explore Depth 2 or Depth 3, be aware that your Pets must travel through Depth 1 to get to Depth 2, and through Depth 2 to reach Depth 3. So, the shortest possible Dungeon trip that will reach Depth 2 is 7 rooms (an hour and 45 minutes), which will consist of 5 regular Depth 1 rooms, a Depth 1 Boss fight, and a single Depth 2 room.

If your exploration reaches Depth 2 or beyond, the Depth 2 boss will be encountered in the 16th room overall (4 hours). If your exploration reaches Depth 3, the Depth 3 boss will be encountered in the 30th room overall (7 hours and 30 minutes).

Pet Evolution and Class
Each Pet has a separate dungeon level (and experience points) and class level (and experience points). These levels are independent of its normal stats and level. For example, a Pet may have normal level 1020, dungeon level 10, and class level 13.

As you gather materials and fulfill special conditions you can also evolve your Pets, making them more useful in dungeons (or elsewhere). Evolution gives your Pets a new look, and lets you select a class. The following eight classes exist:
 * Adventurer - Gives bonus to all regular Pet Campaigns. +2% per class level. This can be increased through Walking Sticks.
 * Alchemist - Refine Materials from dungeons into higher tiers or consumables. The speed increases by 2% per class level. This can be increased with Pots.
 * Assassin - Deal increased damage to single targets. +5% damage to single targets per class level
 * Blacksmith - Forge equipment your Pets can equip. Creation speed and quality increases by 2% per class level. This can be increased with Hammers. Also increases damage done by non-mages by 1% per class level when in dungeons.
 * Defender - Shields other Pets in the party and can take a lot of damage. It has a 3% increase to defense per class level and has a 50% chance to take damage for another pet.
 * Mage - Attacks multiple enemies per turn and does full damage from the back row. They deal elemental damage. Deals 35% + 1% per class level. They can also attack 3 enemies + 5% per class level.
 * Rogue - Very fast and boosts the drop chance of materials in dungeons. Increases drop chance by 3% per class level.
 * Supporter - Heals and buffs your party, still also attacks. The heal is equal to 10 + your attack * (Class level * 0.2). At class level 10, it also reduces damage taken by 1% per class level to a max of 50%.

Some Pets get an additional bonus if you evolve them into a particular class. For example, the Rabbit gets a damage bonus if it's a Mage. In some cases, it's best to match the Pet's class to its special bonus; in other cases, it isn't.

A Pet that you plan to use primarily in campaigns (e.g. the Robot) should be evolved as an Adventurer class.

You will want at least one Blacksmith and one Alchemist as soon as you can reasonably get them, in order to begin crafting equipment, consumables and higher tier resources.

Dungeon Drops
All Depth 1 dungeons drop Tier 1 Materials of their Element which can be used by Alchemists and Blacksmiths to create other things. The boss for each dungeon (except Newbie Ground) also has a chance to drop matching Tier 2 Materials.

Depth 1
(*) Boss drop only.

Depth 2
(*) Boss drop only.

Depth 3
(*) Boss drop only.

Dungeon Combat
(to be written)

Newbie Training Grounds
The easiest of all the dungeons. You can send 6 pets at level one in and they should be no problems. The target should be level 10 for each pet.

Much further into your dungeon progression, the Newbie Grounds is used for unique quest items and Bosses.

Scrapyard
TBA

Water Temple
Water temple is a key area to get your water elemental material. Beyond that, it provides GP, pet stones, and random crafting materials. Due to this, it is a great area to farm resources when you need it.

Preparing for the long term and Depth 2 at the same time. You will need 3 water pets for the main water temple event, as well as a blacksmith for the materials event. To fully benefit from water temple, it is recommended to bring both of these things.

Note that before considering water temple, this isn't normally a good place to start your dungeon experience. Mountain is preferred and volcano next. As water temple isn't normally a priority to farm when you start, this will likely be where you send your already leveled pets or your third team. As a result, there are two ways to go about it. The first is if your doing it for resources and the second is if your doing it to level.

If you need water resources, then diverting a team somewhere else is ideal. Note that what matters the most in farming any dungeon is your team levels. With enough levels, the team should easily clear the dungeon.

Beyond that, making sure whatever team you send in has gear, classes and items also helps improve your odds.

At 35-45, you should be able to advance to Depth 2.

Note, if you are merely sending a third team in here to develop, then the key is to choose the pets that meet the requirements for the event, and the pets you want to level. You can keep sending the team into Depth 1, Difficulty 0 and as long as they can beat at least that, your already net-positive resources. Note that if you are sending 3 teams into dungeons, then that means you need a lot of pets. If you really are strapped for pets, your likely better of sending in any pet you can into the dungeon as long as they have some levels fill the party.

Volcano
Volcano is where you will be getting all the materials you will need for damage dealing gear, which is basically fire. As a result, preparing a team for this dungeon is very important for progression.

Preparing for the long term and Depth 2 at the same time

You will need three fire pets for the volcano event. Failing to bring 3 can result in your team taking damage for failing the event (20%). However, bringing 3 fire pets means that you will get extra rooms that don't extend the time, meaning you get more value overall.

Beyond that, you want to make sure to have at least 1 defender, 1 support, 1 damage dealer, and 1 rogue. The other two can be anything depending on traps/events.

You want to aim to have everyone 35-45 to be able to beat depths 2. This amount varies depending on gear, how many evo's you have, their class level, and the items you bring.

Levels

You should aim to get these 6 starting pets to level 10 so you can actual begin sending them into the mountains. Once they start going, the goal is to eventually get their level to 30-45. What level they will need to be will depend on their equipment, the items you bring, and the class levels of each pet.

Equipment

Your equipment will play an important roal in determining your pets ability to progress. Obviously, better gear means you need less of everything else to reach depth 2. Pets chould technically beat the start of depths 2 without equipment as long as they have enough levels, class levels, and items.

As equipment isn't a simple matter, I'll do the best to summarize what they should be at the start of depths 2. Your team should have T2 S+5 equipment to make it as easy as possible. Your damage dealers should have fire, with hp gems. Their armor should be their own element. Your defenders should have neutral or fire + pot.

Items

These will widely vary on how strong your team is. Healing potions help when you don't have a support or a properly prepared defender ready. They can also let you fight higher difficulties you normally wouldn't be able to fight. Antidotes can help your team avoid damage, but they can only be crafted so this should be taken into consideration. Especially if your alchemist are doing other things.

Class levels

For depths 2 should be around 10 for each class. Any less will mean other things will need to compensate. On the other hand, more class levels means everything else can be less than ideal.

With all 4 of these factors sorted, you should be able to do the start of depths 2. Else, a few more levels or upgrades should do the trick.

Mountain
As moutains would likely where you will be sending your dungeon teams (for both growth and materials), the goal is to prepare a team that can eventually rise to depths 3 and farm in without much problem.

Preparing for the long term and Depth 2 at the same time

Before that, the first major goal is to get a team capable of farming mountain depth 1 until your team is ready for depth 2. For that, you need to take into considering your pet elements, levels, equipment, class composition, and items used. The main key here is the pets you will be bringing in.

A newer player would likely use a team dog (defender), cat (assasin), dragon (mage), fairy (supporter), ghost (rogue), and valkyrie (defender). Later on, you can swap cat with chameleon(assasin) and valkyrie for armadilo (defender) if you get these pets.

Pet Positioning

The rule of thumb is mages always in the back, assassins always in the front. The rest are interchangable depending on what you want from them. Putting them in the front increases their damage and speed, while putting them in the back makes them less likely to take damage.

Levels

You should aim to get these 6 starting pets to level 10 so you can actual begin sending them into the mountains. Once they start going, the goal is to eventually get their level to 30-45. What level they will need to be will depend on their equipment, the items you bring, and the class levels of each pet.

Equipment

Your equipment will play an important role in determining your pets ability to progress. Obviously, better gear means you need less of everything else to reach depth 2. Pets chould technically beat the start of depths 2 without equipment as long as they have enough levels, class levels, and items.

As equipment isn't a simple matter, I'll try to summarize what your team should be at the start of depths 2. Your team should have T2 S+5 equipment to make it as easy as possible. Your damage dealers should have fire, with hp gems. Your defenders should have neutral or earth armor + pot.

Items

These will widely vary on how strong your team is. Healing potions help when you don't have a support or a properly prepared defender ready. They can also let you fight higher difficulties you normally wouldn't be able to fight. Flying boots can let you avoid the pit event, which hurts your team and slows down your dungeon progress.

Class levels

For depths 2 should be around 10 for each class. Any less will mean other things will need to compensate. On the other hand, more class levels means everything else can be less than ideal.

With all 4 of these factors sorted, you should be able to do the start of depths 2. Else, a few more levels or upgrades should do the trick.

Forest
TBA

Special Fights
There are a variety of special fights you can trigger in the dungeons which provide a variety of unlocks and bonuses. Typically related to pets.

mimic
Mimics are an elite mob that can be encountered in any of the dungeons if your party items include Nothing. Each mimic encountered causes you to lose 1 of the [Nothing] you were carrying regardless of victory or loss. Mimics are tough fights that might require you to reduce the dungeon difficulty level but compensate for it by providing you with massive amounts of XP when killed. If you can reliably kill them it is a good way to accelerate the level growth of your pets.

Chameleon
Chameleon is a special boss you will encounter in D2 in the 5 specific element dungeon if your party items include at least 1 tier 3 mat for that dungeon (magic wood for forest, magic ore for scrapyard, etc). It is effectively +3 to the difficulty compared to the normal boss. Once you defeat chameleon in a specific element it will no longer appear. Once you defeated all 5 you will you be able to recruit Chameleon as a pet

evolved Balrog
evolved Balrog comes in two different forms depending on whether you defeated it before or not. It replaces the D3 boss of the volcano if your volcano team contains the pet Balrog. It is stronger than the normal D3-10 boss in volcano. The first evolved Balrog you fight is stronger, has 1 million HP initially, and retains HP damage between fights so you can kill it slowly over multiple encounters. Subsequent evolved balrogs you fight will have 200k HP and it will not be retained between different dungeon instances.

evolved Balrog has a massive self heal that can be prevented if your party contains the pet Wizard in it, making it effectively mandatory. Also bringing in magic fire stone and magic ore will weaken the evolved Balrog. The reward for beating the first evolved Balrog is allowing you to evolve your own pet Balrog. The reward for subsequent victories is that it drops Balrog Horn. The pet Balrog gets additional HP which scales linearly with the number of Balrog Horns you own

???
??? is a special boss that replaces the newbie ground boss if your party includes the pet Undine in it. It drops Shadow Essence.

???
??? is a special boss that replaces the newbie ground boss if your party items include at least 1 Shadow Essence which is not consumed. This boss is roughly as strong as a D2-5 boss. It drops Magic Shadow Essence with a base drop rate of 50%. Magic Shadow Essence is used during the creation and improvement of the pet Undine

wolf of nobina
wolf of nobina is a special boss that replaces the newbie ground boss if your party items includes a single runestone. It is tougher than a D3-10 boss. Defeating it for the first time awards you with Gram which is a unique named Tier 4 weapon which also starts out as SSS+20 (20). Defeating it multiple times provides no additional rewards.

loof slirpa
loof slirpa is aprils fool spelled backwards. it is a special boss that replaces the newbie ground boss if your party items include at least 1 A.F. coin. It has scaling difficulty based on the number of coins you bring in with you. It does not drop any reward so fighting it is pointless beyond the joke factor.

???
this boss will be added in v3.62 when you go into newbie ground with two runestone in your party items.

???
this boss will be added in v3.62 when you go into newbie ground with Aether Ring in your party items. It becomes stronger each time it is defeated. Each time it is defeated it will improve the pet Aether, raising its campaign gains and also giving it a growth bonus of 0.2*total_chp. You will need to defeat it 25 times to evolve Aether.

Additional Dungeon Help
TBA