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Solo Dungeons

What are Solo Dungeons?

Solo Dungeons are scaled-down instanced dungeons designed for individual players.

Unlike Squadron Dungeons, which spawn weekly across the galaxy, Solo Dungeon entrances appear while you are exploring new systems. There is a chance of discovering a temporary entrance each time you explore, and these entrances have random stats and expire after a limited time.

Finding an entrance

Solo Dungeon entrances are discovered organically through Exploring. Each entrance has:

  • Reward Modifier: boosts loot for that entrance
  • Difficulty Modifier: scales enemy stats
  • Boss Weakness: a specific damage type that deals bonus damage to the boss
  • Expiry: the entrance closes after a set time, displayed in-game

Only one active solo dungeon per system exists at a time.

Remember

To enter a dungeon you must travel to the same system where the entrance is located.

Run caps and entry cost

There is a daily cap of 3 runs, which resets at midnight UTC.

Entering costs Credits based on the dungeon's level. You can optionally equip a Power-Up before entering.

Dungeon structure

A run consists of several rooms ending in a pre-fight check and then the boss. Room types are Battle, Gather, Craft and Explore.

Your stats work the same as in Squadron Dungeons: HP, damage, gather power, craft power and explore power all come from your equipment, Technology, pets and Dungeon Setup upgrades. See Dungeon Formulas.

The run ends if you fail 2 rooms or your HP drops to 0. Each room has a limit of 20 rounds.

Starting level

Where a run starts depends on your history:

  • If you have recent clears, you start 10 levels below the median of those clears.
  • If you have none, you start 10 levels below your highest level ever cleared.
  • Either way, the floor is Level 1.

Streak system

Defeating the boss continues the run at a higher level automatically, and rewards accumulate across every level cleared. Your run keeps going until you fail.

How much the level jumps depends on where the run started:

Runs that start at Level 1 climb faster the quicker you kill the boss:

Rounds to kill the boss Levels gained
5 or fewer +10
6 to 10 +5
11 to 15 +2
More than 15 +1

Runs that start above Level 1 always gain a single level per boss, no matter how fast you clear it.

This means a fresh run from Level 1 can cover a lot of ground quickly if your build overpowers the early levels, while runs resuming near your ceiling advance one step at a time.

Rewards

Each completed run rewards:

  • Dungeon Powers: always granted, scaled to the dungeon level and reward modifier
  • Relics: a currency exclusive to Solo Dungeons
  • Loot: materials and resources scaled to the dungeon level

The amount of each depends on the dungeon level, the reward modifier, and how many rooms you cleared.

TL;DR

  • Explore new systems to discover entrances, and check the modifiers before entering.
  • Only 3 runs per day, so it is worth waiting for a good Boss Weakness roll.
  • Killing the boss in 5 rounds or fewer jumps you 10 levels, but only on runs that start at Level 1.
  • Upgrade your Dungeon Setup boosts and radiation protection to push deeper.