Group Dungeons
3–5 player randomized dungeons — far more fame-efficient than solo thanks to the group multiplier.
Access
- Contestable Hidden Entrances in T4+ zones (visible to everyone, not private), or via Dungeon Maps bought/looted that grant your party first rights to a harder, higher-reward instance.
- Four faction themes: Hidden Mines = Heretic, Hidden Sanctum = Morgana, Hidden Keep = Undead, Hidden Caverns = Keeper.
Layout
- PROCEDURAL — spawn zones are semi-fixed but the interior regenerates each time, so there is no static map.
- Enemy HP and damage scale with party size; bosses hit harder and demand coordinated mechanics vs solo.
Recommended build
- Player-reported IP: ~T5 ≈ 800, T6 ≈ 900, T7 ≈ 1000+ (clearable below it at higher risk). Comp: 1 Tank, 1 Healer, 3–5 AoE DPS.
- Meta: Tank Incubus Mace (holds aggro), Healer Holy/Divine Staff, DPS Blazing / Permafrost / Lightcaller / Shadowcaller support.
Tactics & mistakes
- Only the TANK pulls and clumps packs — overeager DPS wipe the group. Kill priority: mages/summoners → archers → melee.
- Don't pull multiple un-clumped packs; don't over-extend in Red/Black where the open Hidden Entrance can be dived by another group.
Profit (player estimates)
- Higher fame and better loot than solo. Community estimate ~8–10M fame/hour for efficient 8.2/8.3 groups.
- Silver/hour is not reliably documented — the draw is fame efficiency plus rune/artifact drops from gold chests.
