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, 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)

Equipment Crafting
Creating equipment (weapons, armor and accessories) requires a Blacksmith Pet. Each Blacksmith may work on one project at a time, and cannot explore dungeons or go on campaigns while working. Rebirthing does not disrupt blacksmith crafting.

Blacksmiths have four actions: Forge (create a new item), Upgrade (improve an item's "plus" stat), Reforge (improve an item's quality rating), and Gem (attach a gem to an item). Newly Forged tier 1 equipment are always +0, but have a randomized quality rating from F (worst) to SSS (best).

Newly made T2 and T3 equipment starts at half the upgrade value of the lower tier equipment used as an ingredient to craft them, rounded down. Enchantment levels are all lost on tier upgrade. Quality levels above the minimum required in the ingredient equipment will be consumed to boost your roll for the quality of the new equipment.

The Blacksmith's class level gives a bonus to crafting speed, and when forging it also gives a bonus to the quality roll, increasing the odds of getting a higher quality equipment piece to begin with. A Blacksmith's element also gives a quality bonus when Forging an item of the matching element, and a speed bonus when working on any project with the matching element.

The formula for the Blacksmith's quality bonus is:


 * (1 + 0.02 * level) * (1 + classbonus * level) * hammer * petstones + specials

The petstones bonus is either 1.00 (not purchased) or 1.25 (purchased). For example, a level 34 Anteater Blacksmith (class bonus 0.7%) with a 35.98% hammer bonus, the 25% pet stone crafting bonus, and 14.2% ant bonus gives:


 * (1 + 0.02*34) * (1 + 0.007*34) * 1.3598 * 1.25 + 0.142 = 3.6772 which rounds to 368%.

Same-element smithing gives a 10% bonus on top of this (for our example, that would be 404%).

Tier 1 equipment can be Forged using tier 1 and tier 2 materials that drop from dungeons. Alchemists can also convert 8x tier 1 material into a corresponding tier 2 material.

Tier 2 equipment is forged using whetstones, tier 1 materials, tier 2 materials, and a matching tier 1 equipment to upgrade that is at least B quality and +5.

Tier 3 equipment is forged using sacred stones, tier 2 materials, tier 3 materials, and a matching tier 2 equipment to upgrade that is at least S quality and +10.

The HP, Attack, Defense and Speed values given below are for quality level A. The values will be smaller (closer to 0) for lower quality equipment, and larger (farther from 0) for higher quality.

Forge: Special Weapons
These items are equipped in the weapon slot, but they don't confer player bonuses like ordinary weapons. Each one is designed for a special purpose, and applies only to the Pet who equips it.

Upgrade
Upgrading a piece of pet equipment increases the item's "plus" (a.k.a. upgrade level) by 1 point. The Blacksmith's level and element affect the speed of an Upgrade, but there is no randomness in the result. The quality level will remain the same.

The cost of an Upgrade increases with the item's current and new plus. All items require 2*plus whetstones for +1 to +10, and 2*(plus-10) sacred stones for +11 to +20.

Starting from new plus of +4, you must pay tier 1 and tier 2 materials of the same types as were required to forge the item (if any). Starting at 1 each material and rising by 1 for every 5 additional pluses. For example an Iron Sword costs 10 Iron Ore (tier 1 material) and 2 Iron Bar (tier 2 metal material) to forge, so upgrading an Iron Sword from +11 to +12 costs 3 Iron Ore and 3 Iron Bar, in addition to 4 Sacred Stones. While a tier 3 hammer did not cost any tier 1 or tier 2 materials, so it only costs 20 whetstones to upgrade to +10.

Starting from new plus of +11, you must pay tier 3 materials of the same types as were required to forge the item (if any). The amount needed is twice as much as t2 materials would be required for the same level. +11 requires 2 tier 2 materials, so it requires 4 tier 3 materials. Since Water Spear (tier 1 weapon) does not cost any tier 3 material to forge, it doesn't cost any tier 3 materials to upgrade. While Tsunami Spear (tier 3 weapon) requires 10 Nevermelting ice (tier 2 material) and 2 Magic Ice (tier 3 material) to forge, as such it requires 2 nevermelting ice and 4 magic ice to upgrade to +11, in addition to the 2 sacred stones.

Note that this pricing method makes hammers, which are forged with three different elements, three times as expensive to upgrade as pots and sticks are, despite forging and reforging costs being similar (forging is the same, but reforging is a bit different).

Reforge
Reforging increases the Quality of an item by one step (e.g. from F to E, from A to S, from SS to SSS, etc.) The cost of reforging is a percentage of the cost to forge the item, and this percentage increases with the quality as shown in the table below. To determine the cost to reforge an item, multiply the cost factor by the amount of each material required to forge it, rounding up each time. Equipment used in forging is excluded.

Enchant
Alchemists can increase the Enchantment level of a piece of Equipment. Alchemists do not get disrupted from their work by a rebirth. Enchantment levels are all lost if you use a piece of equipment to create a higher tier version, as such it is recommended you wait until tier 3 to enchant.

Free enchants: Some enchantments are free in terms of resource costs, costing only time. (tested only E1 thus far). Those are walking sticks (tested tier 2), alchemy pots (tested tier 2), smithing hammers (tested tier 3), and all basic neutral weapon, armor, and accessories such as titanium sword, titanium armor, and titanium ring.
 * Enchanting Basic Neutral equipment raises all its elemental affinities (water, fire, wind, earth). Exact quantities need spading
 * Enchanting walking sticks does nothing
 * Enchanting smiting hammers does nothing
 * Enchanting alchemy pots raises all elemental affinities (water, fire, wind, earth). (seemingly. at E1 the affinities are green indicating they increased, but are rounded to the same figure as before)

Training Swords: Training, leeching and ego swords are special water equipment that lets pets steal XP. It confers a water affinity bonus and a vulnerability to fire, earth, and air. Enchanting those costs fire materials (at level 1). Enchanting mitigates the vulnerability to fire, wind, and earth. (by how much?)

Standard enchants: Enchanting Howling/Thundering/Bursting knives, or any of the basic weapon/armor/accessory for the elements of water, fire, wind, or earth has a material cost that varies by the equipment tier and the vulnerability of the equipment in question.
 * Water equip costs earth materials and reduces their vulnerability to earth
 * Earth equip costs wind materials and reduces their vulnerability to wind
 * Wind equipment costs fire materials and reduces their vulnerability to fire
 * Fire equipment costs water materials and reduces their vulnerability to water
 * Knives count as wind equipment.
 * Vulnerability reduction is enchantment level * 5%p. So at E20 you have a 100% reduction in vulnerability.

Note: all costs in the chart below are in T2 materials. Nevermelting Ice (T2 water), Fire Stone (T2 fire), Bound Feather (T2 wind), Special Wood (T2 earth)

Player Bonuses
The bonus conferred by pet equipment to your God's stats depends only on the item's element and tier. For example, a tier 1 iron weapon and a tier 1 iron armor both give the same bonus to the player.

The "quality multiplier" is 1 for F, 2 for E, 3 for D, and so on up to 9 for SSS.

Newbie Training Grounds
The easiest of all the dungeons. You can send 6 pets at level one in and they should be no problems. Unless you can get exp through other means (like the growth pack in the shop), this will be where you will level your first pets up. The target should be level 10 for each pet.

If you have only 6 pets, then it's better to send something in than nothing. However, if you have a choice of pets, you should aim to have at least two wind pets in the team. You are basically preparing the team of 6 for Mountain, which is the next dungeon you should target.

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 chose 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 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. 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.

Dungeon Guides
List of guides specifically for pet dungeons.

https://itrtg.fandom.com/wiki/Dungeon%27s_101

List of articles associated with dungeons

https://itrtg.fandom.com/wiki/In_Detail:_Blacksmith_and_Alchemist

https://itrtg.fandom.com/wiki/In_Detail:_Classes

https://itrtg.fandom.com/wiki/In_Detail:_Daily_Dungeon_Challenge

https://itrtg.fandom.com/wiki/In_Detail:_Growth

https://itrtg.fandom.com/wiki/In_Detail:_Pet_Stats

https://itrtg.fandom.com/wiki/In_Detail:_Team_Positioning

https://itrtg.fandom.com/wiki/In_Detail:_Multiple_Ego_Swords