The keyed-dungeon endgame: 8 dungeons run with keys from +0 to +10, plus a rotating weekly affix. Higher keys mean tougher monsters and better rewards, including a shared chance at a cosmetic drop.
Season 2
Standard runs — no weekly modifier active.
| # | Character | Dungeon | Key |
|---|---|---|---|
| 1 | rashid2 | D1 Buwaya Cave | +7 |
| 2 | rashid2 | D2 Old Glast Heim | +6 |
| 3 | Rashid | D1 Buwaya Cave | +5 |
Each one keeps its own key. Clear inside par to raise it; run over and it slips back. The deeper entries carry longer timers and more to kill.
A relic dredged from beneath the cave floor, still running on purpose no one alive remembers giving it.
The castle's true master, sealed below for centuries, is still very much awake down there.
The ward where the sleep-death legends began. It never stopped happening — it just stopped being reported.
Uncleared
A ship that sank once and refuses to accept that this should have ended things.
Uncleared
Everything down here answers to one queen, and she has never once needed to leave her chamber to win a fight.
Uncleared
A palace for the dead that decided it preferred a landlord who could still hit back.
Uncleared
Whatever they were building here, Bijou is what they got instead — and they never got to write it down.
Uncleared
The temple's god stopped being a metaphor a long time ago. It has teeth now.
Uncleared