Dungeons
Which instances exist on Global, when they open, what the loot costs and which basic rules apply in every boss fight.
Dungeon types
At the Global launch there are six expeditions, two Transcendence dungeons and one raid. On top of that come solo content and many small sealed dungeons in the open world.
| Type | Players | Access | What for |
|---|---|---|---|
| Sealed Dungeons | solo | while levelling, all over the world | One-time rewards, including Daevanion Crystals |
| Daily dungeon: Daeva Bio-Research Base | group | level 30 | Enhancement stones; 14 runs per week, shared by all characters on a server |
| Expedition, Exploration mode | up to 5 | from level 20 | Getting to know the bosses while levelling |
| Expedition, Conquest mode | up to 5 | level 45, item level 700 / 1,400 / 2,100 | Unique gear, tradable Kina, sealed wings |
| Transcendence | 2 to 5 | item level 1,600 | Main source of Arcana cards |
| Nightmare | solo | level 45 | One boss, ten tiers, its own exchange shop |
| Ascension Trial | solo | item level 1,000 | Enhancement stones, material for Amp, manastone chests |
| Raid: Ludra | 10 | item level 2,800 | One rewarded kill per week; Ludra’s weapons, armour and bracelet |
Hard modes and the Ordeal don’t exist at the Global launch. Whatever extra the Asian version has is not yet playable on Global.
Loot and Odyle Energy
Entering and clearing a dungeon costs nothing. You only pay for the reward chest at the end, and you pay with Odyle Energy. Without energy, a run gives no loot. How many chests you can open limits your progress, not your playtime.
| Cost per chest | 40 in all level 45 content, Ludra included. Less while levelling: 20 in Krao Cave and Urugugu Canyon Exploration, 30 in Fire Temple. |
|---|---|
| What a chest covers | The rewards of the final boss and both mid-bosses together. |
| Recharge | 15 energy every three hours. Cap 560, 840 with a membership. |
| Membership | Allows a second energy charge per chest in expeditions, Transcendence and raid. That means more loot per run, but no extra access. |
| Too little contribution | If you contribute next to nothing in the fight, you get no chest. |
What an expedition chest gives
| Per chest | Exploration | Conquest |
|---|---|---|
| Kina | bound: 75,000 to 105,000 in the levelling expeditions, 120,000 to 180,000 in the three level 45 expeditions | tradable: 200,000 (Krao Cave, Draupnir), 300,000 (Urugugu Canyon, Vakron Sky Island), 400,000 (Fire Temple, Ferocious Horn Den) |
| Unique gear | 15% in Draupnir, Vakron Sky Island and Ferocious Horn Den | 15%: 7.5% from the final boss, 3.75% from each mid-boss |
| Sealed wings | none | about 1.25%, so on average once in 80 chests |
Transcendence pays 300,000 to 480,000 tradable Kina and Arcana cards per chest, a Ludra kill 1,000,000. When to open which chest is in the guide From 45 to Ludra.
Expeditions
Expeditions are the instanced group dungeons for up to five players, each with two mid-bosses and a final boss. There are six of them at the Global launch.
Every expedition comes in two modes. Exploration opens while you level, Conquest only at level 45 and then by item level. Conquest is the harder mode and gives better loot. You reach the first three expeditions during the story, which sends you into each one a few levels after it unlocks. You collect Odyle Energy from the quest that opens the expeditions; the recommended level for it is about 22.
After a fixed number of opened chests, every expedition gives a selection chest from which you pick one piece.
| Expedition | Exploration | Conquest | What matters at the final boss |
|---|---|---|---|
| Krao Cave | level 20, IL 200 | 700 | Stagger check at 50% health; take cover behind a stone during the shockwave |
| Urugugu Canyon | level 28, IL 300 | 1,400 | The whole party stacks on a marked player; tight time limit |
| Fire Temple | level 35, IL 500 | 2,100 | Flame wall phases; melee players back off before the downward bow shot; tight time limit |
| Draupnir | level 45, IL 700 | 700 | Twice: jump over the wave, then a stagger check |
| Vakron Sky Island | level 45, IL 1,400 | 1,400 | Jump over rings, glide over the room-wide explosion, free players from the rock prison |
| Ferocious Horn Den | level 45, IL 2,100 | 2,100 | The boss hunts one player; block his clone; at 30% an orb has to be broken by his own throws |
IL = item level. The bosses on Global fight almost exactly as in the Asian version: same attacks, warnings, stagger checks and time limits. There are differences in individual hit zones and boss tiers.
Finding a group
- The dungeon finder forms groups across servers from your whole region, i.e. from all European servers. You don’t need a fixed group.
- By default groups accept both factions. The party leader can restrict it to their own faction, and the room list has a matching filter.
- You can only bring players of the other faction into your party for dungeons. The friend list stays limited to your own faction.
- Krao Cave, Fire Temple, Draupnir and Ferocious Horn Den work from one player; Urugugu Canyon and Vakron Sky Island need at least two.
- You always play Nightmare and Ascension Trial alone.
Basic boss rules
Three patterns show up in almost every boss fight. Knowing them helps you understand new bosses much faster.
- Stagger check. Below the boss’s health bar there’s a stagger bar. It only opens in certain phases, together with a cast bar. The whole party then empties it together with skills that cause stagger. If the cast bar runs out first, the whole party usually dies. So save your stagger skills for that moment.
- Time limit (enrage). Many final bosses become much faster and stronger after a fixed time. In Krao Cave it’s about five minutes, at Ludra about ten. Not enough damage is the most common problem there.
- Ground markers. Orange areas show shortly beforehand where an attack will hit. Get out of the area, then keep attacking. Safer zones are often marked separately, such as the shadow behind a stone.
Classes with block or invulnerability have a fixed job in many fights. The details are in the class guides.
Transcendence, Nightmare, Ascension Trial
Transcendence
Harder group tiers with a timed score, from item level 1,600. There are two at launch: Deus Research Base and Shattered Arkanis. The four tiers open at 1,600, 1,900, 2,200 and 2,500 item level. You get two entries per day, and at most 14 can accumulate.
Nightmare
One player against one boss, tier by tier up to tier 10, with no item level lock. The first bosses are meant for 1,000 to 1,600 item level, the Season 1 finale for 2,400 to 3,000. Here too there are two entries per day, at most 14. With the fragments from Nightmare you buy Daevanion Crystals, stigma shards and Pantheon statues, among other things, in its own shop.
Ascension Trial
Solo, three entries per week, four difficulty tiers from 1,000, 1,500, 2,000 and 2,500 item level. Depending on the tier you may only die five, three or two times per run. Rewards are enhancement stones, pet chests, fragments for Amp and chests with a manastone or soul stone. There is no gear and there are no stigma shards there.
Raid: Ludra
| Access | Item level 2,800 |
|---|---|
| Group | Ten players in two parties of five, from both factions. After a shared opening, each party fights its own mid-boss, then everyone together fights Ludra. |
| Weekly limit | One rewarded kill per week, with four attempts. The chest costs 40 Odyle Energy; the mid-bosses give nothing. |
| Time limit | Ludra itself about ten minutes; the two mid-bosses have none. |
| Cleric | NC explicitly names a Cleric as necessary for one of the two parties. One in each party is common, because a living Cleric can resurrect the others after a mechanic. |
Besides item level, Ludra also checks accuracy and critical hits. In the Asian version, about 1,450 to 1,500 accuracy and 1,600 critical hit are considered the minimum for hits to land cleanly. KR/TW value
Common mistakes
Leaving a dungeon without the chest
Every such run counts against the ten unclaimed runs per week and server. At zero you’re locked out until the reset.
Burning stagger skills early
The stagger bar only opens in certain phases. If you’ve used your stagger skills before then, they’re missing exactly when the party needs them.
Energy in Exploration chests
While levelling, Exploration pays less than Conquest at 45. Finish it, yes, but usually leave the chest; the exceptions are in the tips.
Forgetting an open selection chest
A pending selection from the pity chest blocks that dungeon until you take it. You can neither start nor join before then.
Only looking at item level
The gates only check item level. Whether you deal enough damage for the time limit depends on your stats and skills.
Last updated
4 October 2026, Global version at the start of Season 1. Numbers come from the Global client and NC’s announcements; values only known from the Asian version are marked. Changes are listed under News.



