Idle Echoes

Dungeons

How Dungeon Keys, parties, the gate vote and the haul work.

A dungeon is a descent of 5 floors that a party of 3 clears together. It is the only place where rings and amulets drop. The game has one dungeon today: The Sealed Archive, beneath Duskfall Ruins.

A dungeon does not adapt to the party. The key that opens it sets its difficulty, and that difficulty is the same for every party.

Dungeon Keys

You need a Dungeon Key to enter. Some bosses in the open world carry a key. It shows beside their gear during the fight, and you can focus it like a piece of gear. A new character gets its first key from the Charter.

Each key has a rarity and a place, which is the place where it dropped:

  • The place sets how hard the dungeon is. A key from a deeper place opens a harder dungeon, with stronger items.
  • The rarity makes the deeper floors harder, and their items rarer.

A key can open a dungeon only while it is in your consumables bag. If the bag is full when you win a key, the key goes to the Vault. If the Vault is also full, the key is lost. One key admits the whole party. The run uses up the key, whatever the result.

Forming a party

The Waygate in town.

Open Dungeons in town to reach the Waygate. Every run has three seats: one for the key-holder and two more. As the key-holder, you fill the two seats in one of three ways:

  • Random: the seats go to echoes of two real players whose level is close to the key's place. You can ask for a new pair as often as you like before you enter.
  • Public: you post the run, and other players can claim the seats. A seat that nobody claims gets an echo when you enter.
  • Friends: the seats go to echoes of one or two of your friends. If you pick one friend, the other seat gets a random echo.

An echo is a copy of another player's fighter, with their gear. It fights on its own: it does not vote, does not use Foresight, and stays where it stands. When another player hires your echo, you get a notification, and you can take the seat yourself. If you take the seat during a session, your session pauses. It continues when the run ends, with its fatigue and health unchanged.

Guest accounts can join a dungeon only by claiming a seat in a Public run.

Before you enter

  • Seal fee: every player in the party pays a seal fee in gold.
  • Echo hire: the key-holder pays a fee for each echo. Half of it goes to the echo's owner.
  • Potions: each player can bring up to 20 health potions. You cannot buy more in the dungeon.

Your brews and bombs come with you on your potion belt, and they work as they do in the open world. A dungeon has no fatigue, so Vigil Distillate does nothing there. The Craft page explains how brews work in a dungeon.

The descent

Floors 1 to 4 each have 6 fights and then a floor boss. On deeper floors, some of these fights are elites. Floor 5 has 2 fights and then the final boss.

If a party member falls, they watch the rest of the fight. When the floor boss dies, they return with 30% of their health. No player can leave the run on their own.

If you lose your connection, your fighter keeps fighting on its own, and you take the seat back when you reconnect.

The haul and the gate

Everything the party finds goes into the haul: items, rings, amulets and gold. Nothing in the haul is yours until the party leaves the dungeon.

After each floor boss, the party votes at the gate: Push deeper or Extract.

  • The vote has a 20-second window, which starts with the first vote.
  • If a player does not vote, their vote is the same as the key-holder's. The key-holder breaks a tie.
  • If the key-holder does not vote either, the party extracts.
  • A party that waits at a gate for 10 minutes extracts automatically.

When the party extracts, or clears the last floor, everyone keeps their part of the haul. If the whole party falls, the party loses everything: the haul, the key and the fees. Everyone returns to town with 10% health. You keep the experience from your kills either way.

Loot

Items echo to you in the same way as in the open world, and you can focus a piece. Each player gets their own items. Nothing is shared or split.

  • Every item in the dungeon is as strong as an item from the key's place, on every floor.
  • Deeper floors give rarer items. A boss gives rarer items than the fights before it.
  • Each floor boss wears one ring or amulet. The final boss wears two rings and an amulet.

An echo never receives items. Its owner receives their half of the hire fee, and some extra gold if the party extracts.

The Affixes page lists the stats on rings and amulets.

Dungeon bosses

A floor boss has two kinds of beat. One is a committed strike aimed at one party member. Only that player can answer it with Foresight, in the same way as in a duel.

The next is a cast aimed at the floor. The floor has four spots, and a sign shows an order, such as Get clear, and which spots are in danger. Tap a spot to stand there before the cast lands. After the cast, everyone walks back to their own spot. Echoes never move.

The list below shows each boss's orders in brackets.

  1. Floor 1 · The Receiving Hall

    Boss: The Clerk-Sergeant

    It uses Stamp of Refusal (Get clear).

  2. Floor 2 · The Stacks

    Boss: The Census Taker

    It uses Counted (Stand together).

  3. Floor 3 · The Counting Rooms

    Boss: The Auditor

    It uses Deduction (Hold the glyph).

  4. Floor 4 · The Seal Vaults

    Boss: The Seal-Keeper

    It uses Sealing Blow (Burn, or risk the seal).

  5. Floor 5 · The Registrar's Sanctum

    Boss: The Final Entry

    It uses Stamp of Refusal (Get clear), Deduction (Hold the glyph) and Sealing Blow (Burn, or risk the seal) in a random order. Then it uses The Last Line (Get clear, followed by Stand apart).

Weekly quest

The Dungeons quest on the weekly card counts a run that clears Floor 3. Weekly Quests has the details.