Dungeons
The dark places under the world - undead crypts, dragon lairs, demon pits and worse. Traditional dungeon delving and monster hunting is one of the core ways to play.
Overview
Diving the dungeons is one of the pillars of playing Perilous Legends. Gather a party or go it alone, push into the dark, clear what holds the ground, and haul the loot back out. Every dungeon has its own character - a theme, a layout, and a kind of threat that rewards building for it - and they range from tight undead crypts to open dragon canyons to a sprawling underground you reach through three different doors.
This page covers all of them, plus how getting there and the rules inside work the same across every one. The specifics - exact monster tables, spawn spots and how deep each goes - are yours to learn on the ground.
How Dungeons Work
Getting there. A dungeon sits out in the world like any landmark. Reach its region overland, by sea, by Gate Travel, or by taking a Flight Path to a nearby city, then step in through the overworld cave entrance. Gate Travel is built to stop at a dungeon's threshold, so mark your rune at the entrance, walk the last stretch in on foot, and remember you cannot gate back out from inside - know your route to the door before you go deep.
Rules inside. Dungeons run the mainland's normal rules, not the lawless ocean rules. Open-world PvP applies on land, so other players can follow you in and attack - but unlike out on the ocean, killing another player here is not free: it carries a murder count. The reputation deterrent is in play, but never assume you are alone down here.
Loot and threats. Drops follow the shard's HP-tier loot system - the tougher the thing you kill, the better it can pay, with junk stripped out at the source. The bigger threats and any champion activity tie into the bosses and champions and the champion rotation, so it is worth checking what is active before you commit to a run.
The Dungeons
Every dungeon on the shard, and the kind of place each one is:
| Dungeon | Theme | Character |
|---|---|---|
| Deceit | Undead crypt | Tight, enclosed stone halls and the walking dead |
| Destard | Dragon lair | Rocky canyons cut with water; dragonkind, attrition fights |
| Despise | Rocky cavern | Open, sprawling cave country of rock and bone |
| Hythloth | Demon pit | Fire-lit halls and daemons; the most hostile of the classics |
| Covetous | The mines | Dug tunnels and deep shafts where things burrow up out of the rock |
| Wrong | The prison | Ruined cell blocks; what was locked away now roams the halls |
| Fire | Lava dungeon | Rivers of molten rock and the creatures that thrive in the heat |
| Ice | Frozen dungeon | Snowbound caverns and cold-blooded beasts; the counterpart to Fire |
| Khaldun | Cursed crypt | A haunted, trap-laden burial complex thick with the restless dead |
| The Underground | Underground network | A vast connected pass reached through three separate doors |
Deceit
Deceit is the undead crypt - a warren of stone halls and collapsed masonry where the dead do not stay down. It is close, dark and enclosed: tight corridors, dead ends, and things waiting around the corners. Undead hit differently than beasts, so build for it, learn the corridors, and bring light and a plan for getting out.
Destard
Destard is the dragon lair: rocky canyons cut through with channels of water, dragonkind holding the ground out in the open. The threats are big and they hit like it - heavy melee, breath, and the staying power that comes with being a dragon. Fights here are attrition, not a quick smash-and-grab, so come built to out-last a dragon rather than burst it, and pull single targets where you can.
Despise
Despise is the open-cavern dungeon - broad rocky ground, jutting spires, drifts of old bone, and dark cave mouths cut into the walls. Where Deceit is tight and enclosed, Despise sprawls: sightlines are long and there is more of it than you expect on your first trip in. Use the sightlines to pull and pick your fights, but mind the rock - it is easy to get boxed against a wall with no clean exit.
Hythloth
Hythloth is the demon pit - fire-lit halls and jagged stone where daemons and their kin hold every level. It is the most hostile of the classic dungeons, and it gets meaner the deeper you push. Come with the tools to handle heavy magic and hard-hitting demonkind, and do not treat it like a starter delve.
Covetous
Covetous is the mines: a dungeon of dug tunnels, ledges and deep shafts where the walls are as much of a threat as the floor. Things burrow up out of the rock and drop from the levels above, so it rewards watching your flanks and knowing which way is down. The deeper shafts hold the heavier company.
Wrong
Wrong is the prison - old cell blocks and rusted iron doors gone to ruin, with whatever was once locked away now loose and roaming the halls. It is a mid-close dungeon of blocks and corridors that reward learning the layout, and the further in you go the worse the things that were kept there.
Fire
Fire is the lava dungeon - rivers of molten rock, blackened stone, and the creatures that thrive in the heat. The terrain itself will hurt you if you are careless, so plan your footing around the lava as much as the fights. Come with protection from the burn and expect the residents to bring fire of their own.
Ice
Ice is the frozen dungeon and the counterpart to Fire - snowbound caverns, frozen halls, and cold-blooded beasts that call the deep cold home. It is a long, open dungeon where the biggest of its residents nest in the depths. Build for the cold-dwellers and the heavy hitters that hold the far chambers.
Khaldun
Khaldun is the cursed crypt - a haunted, trap-laden burial complex with a darker mood than the rest. The restless dead and old sorcery fill it, and the place itself works against you: it is not just what you fight but where you fight it. Tread carefully, watch for traps, and do not go in expecting a straight fight.
The Underground
The Underground is the shard's sprawling subterranean pass - a vast connected network beneath the world rather than a single cave. What makes it unusual is how you get in: it is reached through three separate doors on the surface - the Britain Sewers, the Compassion Desert, and Fire Island - each dropping you into the same underground from a different corner of the map. Go in through one and you can come out through another, so it doubles as a way across the world as much as a place to hunt. It runs on the same dungeon rules as the rest: mainland rules, not lawless, with the HP-tier loot system on everything you bring down.
Exact monster tables, depth and where each door sits are best learned in-game. This page tells you what kind of place each dungeon is; the specifics are yours to discover on the ground.
Tips
- Build for the dungeon. Undead, dragons, demons and cold-dwellers all punish a one-size-fits-all setup - tune your gear and skills to what you are walking into.
- Learn the layout. The players who clear a dungeon efficiently are the ones who know its corridors, shafts and exits cold.
- You cannot gate out from inside - know your walking route to the entrance before you get deep.
- Haul out often. A full pack of drops is only worth it if you make it back; clear, bank, and go again.
- Never assume you are alone. Open-world PvP applies down here, so mind the door as much as the monsters.
- Check what is active first - a live boss or champion changes the math on a run before you ever step inside.