Dungeons
A dungeon of your own
The guard in town keeps the way in.
Talk to the captain of the guard and ask about dungeons. You will see every one he can send you to, what each pays and what it asks of you first, such as your level and how many people you bring.
Whoever leads the party takes everybody in together. Some dungeons are short enough to run on your own and learn the ropes. Others want a full party, with somebody to hold the line and somebody to keep everyone standing.

How a run goes
What to expect from the first stair to the last.
Nobody else is in it
Your party gets its own copy of the dungeon. Nothing has been killed before you arrive and no other group is on the stairs.
Floor by floor
Clear a floor and the way down opens. If the stairs will not let you through, something is still alive. Look in the corners.
A boss at the bottom
The deepest floor has something worth the trip waiting on it, and it is usually tougher than anything you met on the way down.
Paid when you come back up
Experience and gold every time you finish, and something extra the first time. The whole party is paid once everybody is out.
You can always walk out
Leave whenever you like and you are back where you went in. Nothing is lost, and you can try again another day.
Ready when you are
Each dungeon says what it asks of you before you go in, and you will not be sent somewhere you are not ready for.
What is down there
Flooded cellars, old crypts, and whatever lives in them.


Dungeons are where the tougher monsters gather, including Elites that hit harder and pay far more. Come back with better gear, a better party or both, and the same dungeon plays differently.
What to expect the first time: Your first dungeon .
