Solo Dungeons
Procedurally-generated single-player instances — a safe-ish way to farm early fame, silver and artifacts.
Access
- Glowing green cave/rock entrances in any Tier 3+ open-world zone (not shown on the map).
- The entrance seals after entry — roughly 60s in Blue/Yellow zones, ~90s in Red/Black — so most followers can't chase you in.
- Four factions by entrance theme — Heretic, Morgana, Undead, Keeper. Interiors are built the same way; only the mobs and boss differ.
Layout
- Fully PROCEDURAL — assembled from modular tiles every run, so no two are alike and no fixed map exists.
- Recurring mob archetypes: summoners (spawn adds until killed), stationary AoE casters, and exploding mobs.
Mechanics
- Loot & difficulty scale with zone tier and enchantment (.1–.4).
- Enemy ladder: Recruit → Soldier → Champion → Boss. Bosses are scaled elites, not scripted fights.
- Chest colour = loot quantity: Common (green) → Uncommon (blue) → Rare (purple) → Legendary (gold).
Recommended build
- Cheap self-sustain sets (T4.1/T4.2) balance fame vs repair cost — no hard IP gate, it scales to the zone tier.
- Match the dungeon tier to your Reaver level on the Destiny Board; fighting above it lowers your damage and raises damage taken.
- Popular solo weapons: Bloodmoon (Shapeshifter) staff, 1H Nature, Nature/Druidic for survivability.
Tactics & mistakes
- Kill summoners first, don't stand in AoE, and clear a room before opening its chest.
- In Red/Black, gankers can dive you during the pre-seal window — the biggest risk is a full-loot death before the door closes.
- Great for fresh starters; low reward at high fame, so graduate to group/Avalonian/Corrupted content.
Profit (player estimates)
- Yields fame, silver, runes and artifacts, but less fame/hour than group or static dungeons.
- Community estimates put a high-tier solo run around ~1M+ silver depending on rare-chest luck; treat any number as a rough estimate that shifts with the market.
