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.