About Dungeons
What are Dungeons?
Dungeons are instanced content designed for Squadrons. There are five dungeon types, and their entrances spawn randomly across the galaxy on a weekly basis. Locations reset every Friday at 21:00 UTC.
To participate, your Squadron must have a Space Station within range of the dungeon entrance. Individual players do not need to be in range, only the station. The exact coordinates for each dungeon entrance are displayed in the game interface.
Dungeon types
There are four Normal dungeons, one per activity (Battling, Gathering, Crafting and Exploring), and one Special dungeon.
Normal dungeons consist of 10 rooms: eight activity rooms, a pre-fight check, and the boss.
- Failure conditions: if you fail 4 rooms, the run ends. Each room has a limit of 20 rounds, and failing to meet the objective within that limit counts as a failed room.
- Scaling: every run starts at Level 1. Upon clearing Room 10 and defeating the boss, you immediately begin the next level.
- Permanent buffs: each dungeon type provides a permanent boost to XP and income for its activity.
The Special dungeon consists of 6 rooms: four battle rooms, a pre-fight check, and a boss. You earn keys from normal dungeons to enter it.
Progression and difficulty
Dungeons always start at either Level 1 or Max Level Reached - 5. For example, if your Squadron completes Level 10 but fails at Level 11, your next run begins at Level 5. Rewards accumulate for every room completed.
Radiation Shock: every 5 rounds, players take a percentage of their max HP as damage. You can mitigate this by upgrading your gear with Radiation Protection.
In normal dungeons, radiation only starts to bite from Level 6 onwards, and the protection required grows with the level. In the Special dungeon it applies from Level 1, and the requirement grows much faster.
Dungeon gear
Your performance is based on your PvE equipment, Technology boosts, pets and base stats. On top of that, you can invest in specific upgrades to boost your stats for each room type. These act as multiplicative modifiers on your standard PvE stats. Upgrading them requires specific currencies, materials and New Powers.
Power ups
Each level features a pre-fight check in the room before the boss. There you can activate your equipped Power-Up before the boss fight.
- You can craft various Power-Ups, but only one can be equipped at a time.
- Charges are consumed only after the entire dungeon run is finished.
- If you clear multiple levels in one run, the Power-Up triggers before every boss but still consumes a single charge.
Rewards
- Squadron rewards: completing levels grants permanent boosts to the entire Squadron.
- Personal rewards: players receive individual loot at the end of each run.
- Special loot: the Special dungeon has its own loot table, and a significantly higher difficulty. Review the detailed info screen before entering.
Entry costs and modifiers
To start a run, your Squadron must pay a fee in Squadron Currency. Each run generates three random modifiers:
- Reward Bonus
- Difficulty Modifier
- Boss Weakness
You can re-roll these modifiers by cancelling and paying to generate a new run, until you find a favourable combination. There is a weekly cap on dungeon runs, which resets on Friday along with the entrance locations.
Participation
- Who can join: any Squadron member, as long as they are within their offline-actions window, meaning they logged in within the last 24 hours, or 72 with an active premium subscription. This works the same way as PvP fights. An indicator shows all currently active members.
- Who can start a run: only the Squadron Leader, or members with the Dungeons rank permission, can roll modifiers and initiate a run.
TL;DR:
- Your squadron needs a Space Station in range of the entrance, and entrances move every Friday.
- Four failed rooms end the run, so upgrade Radiation Protection before pushing levels.
- Re-rolling modifiers costs currency but a good Boss Weakness roll is worth it.