The loop
Castle preparation, then a SET OUT. Act 1 is Sunmeadow Wilds. Guides describe ten floors and a Floor 10 boss that unlocks Act 2, The Dungeon. Parties are reported from one to four players, with a server cap of 50 on public game data. Solo players still vote; they just cast the only vote.
Cards
| Card | Reported use | First-run call |
|---|---|---|
| Camp | About 15% HP, figure unverified | Take it before Floor 10 if you are low |
| Shop | Buy supplies; one note says up to 50% HP for floor Gold | Spend Gold you can afford to lose |
| Scout | Route information | Useful while Act 1 is new |
| Mystery | Random event | Do not assume it heals |
| Mini-Boss | Side boss, better materials | Keep a life in reserve |
| Hunt a Champion | Elite fight, extra Gold and gear | Skip on the last life |
| Blood Altar | A risk trade, often HP for a damage or Gold buff | Skip until you can read the cost |
| Trainer's Shrine | Super class choice | Act 2 only |
The Ancient Portal is a Castle travel upgrade near the start area. A player video says it returns you to places you have already started and can move a party to an act. Price and level are not stated. It does not replace Floor 10.
Difficulty
Start on Normal. Hard and Nightmare are described as higher enemy stats and better drop rates. Printed multipliers of about x1.8 and x2.8 show up as unverified recaps. Torment is the later climb. One page puts the unlock after level 50 and the story. Another treats it as an endless gauntlet with its own materials, including Blighted Slime, which is not the same item as a dungeon key. Read the difficulty panel.
Party modifiers named in the dungeon update are Elite Patrols, Volatile Enemies, Exhausting Battles, and Boss Rush. Boss Rush is reported to cut currency, XP, and loot. None of those names includes a numeric multiplier you should memorize.
