Loot a Dungeon is a dungeon crawler about what you find. There are no levels and no experience points: your gear is your power. You go down, you fight, you bring things back, and every piece you equip changes how strong you are.
The first hour
- The glade. You start on a road in a forest glade, where the Skeleton King blocks the way. Click to swing (on a phone, press the attack button). Beat him, open his chest, and put on what is inside.
- Through the gates. The road leads to Remiria, the city. The golden chevrons on the ground always point to your next step, and the tracker at the top of the screen says what it is.
- Into the Dungeon. The tower in the middle of Remiria is the way down. Every Dungeon is one room of monsters; clear it and the way to the next one opens.
- Bring it home. Loot falls on the floor in its rarity's color. Pick it up, compare it in your Bag (the item card tells you straight away whether it is better), and sell what you do not need to the merchant for Gold.
- Get stronger. Spend Gold at the Altar's upgrades, refine and repair your gear, and go deeper. Every fifth Dungeon has a guardian boss and every tenth a lord; beating one opens the next stretch.
- Pick a calling. After the Dungeon 5 guardian, the quest chain sends you to the Trainer. Your first calling is free and gives you three skills. You can try any calling in the Training Hall before you choose.
The main quest chain
The tracker walks every new player through these steps, from the glade to the King's return at Dungeon 10.
Things worth knowing early
Controls
Every key and controller button can be changed on the Info screen under Settings. These are the defaults. Moving is WASD, the mouse turns the camera, and a click attacks; E uses whatever prompt you are standing at.
Remiria is the hub: everything you do between runs happens here, and nobody can fight you inside its walls. Walk up to anyone with a prompt to use them.
The Dungeon tower
The way down. Pick any Dungeon you have unlocked; from Dungeon 2 on, a chooser lets you start deeper.
The merchant
Buys your gear for Gold and sells potions, Scrolls of Return and a rotating stock of gear. He only buys gear; keep stones, souls and cards for what they are for.
The Forge
The blacksmith repairs gear and offers Break Down, Imbue, Reroll, Temper and Add Slot. See Crafting.
The Anvil
Raises a piece one Dungeon level at a time, up to your deepest Dungeon.
The crafting table
Takes a combination, not an order: put Prismadoh and a piece on it to refine the piece. If nothing matches, nothing is used up.
The Altar
The priest sells your character's upgrades for Gold: more damage, faster attacks, crits, Loot Luck and Gold Find.
The Trainer
Teaches the six callings. The building behind him is the Training Hall, where you can try any calling with sparring bots and allies to heal.
The Crier
Takes codes, and sells the Crier's Blessing, which raises everyone's Loot Luck in the server for a while.
The quest board
Three daily papers, a weekly contract and a wanted poster. Claim your rewards back at the board.
The event board
"Coming Up": the times of every event, in your own time zone.
The Guild Hall
The Registrar, the guild board, the treasury, the Quartermaster, the Waywarden, the Raid Gate and the raid record board.
The Coliseum
Duels, team fights, your own shadow, and the Sanctioned Match six times a day.
The Labyrinth gate
A daily maze for up to six players, with the Minotaur at the bottom.
The south gate
Opens onto Remiria South Fields once you have beaten Dungeon 10.
The market stalls
Player shops. Rent a stall, list up to six items for Gold, and the market keeps a 5% fee.
The Peddler
A traveling cart that visits for one hour in every three, selling a named Epic and the week's Legendary.
The Fountain of Gems
A Robux purchase that pays 500 Gems at once and then 50 Gems a day for 30 days.
The community chest
Join the game's Roblox group and open it for 1,000 Gold, 50 Gems and an Epic Box.
The VIP Lounge
For holders of the VIP Platinum Pact: a teleporter, a daily potion and scroll, and the Platinum Contract.
You wear a weapon and seven pieces of armor (helmet, chest, gloves, legs, boots, a ring and an amulet). Every piece below Legendary is a base type with random affix lines; the deeper the Dungeon, the stronger the bases and lines that can roll.
Rarities
Loot drops in six rarities. Each one rolls more affix lines, and the rarer tiers only start dropping deeper down. A Legendary or Mythic that lands falls from the sky with a beam, and the server is told when someone finds one.
Weapon bases
There are 20 weapon bases. Each has its own three-hit combo: the swords share one family of motions, and everything else (bows, staffs, wands, axes, scythes and the rest) moves its own way. Ranged weapons fire from where the hand or the staff's head is.
Armor bases
Each slot has several bases from light to heavy. The number is the base armor; shields can also block.
Affix lines
Lines come as prefixes and suffixes. Each line has tiers, named after its material, that only roll from a certain Dungeon down. A piece's name tells you its best lines.
Durability and repair
Gear wears down as you use it. A broken piece keeps its place but its lines stop working until you repair it at the Forge. Indestructible pieces never wear.
Sockets and souls
Some pieces roll sockets. A socket holds a soul: a boss's skill soul teaches you that skill while the piece is worn, and a monster's soul adds a stat. Every ordinary monster can leave its soul (0.2% of the time, 1% from an elite), and each species always gives the same stat. A monster soul can carry:
Sets
A few Legendaries belong to sets that grant extra power when worn together.
Elements
Weapons and some lines deal elemental damage. Elites (and every boss on its element's day) wear an element, and the chart below decides how hard each element hits each target. Resistances cap so no build can switch a threat off entirely.
A Legendary is not a better roll. It is a named piece with its own model, hand-made lines and a passive that no random item can have. Mythics go one step further.
Refining
Refining is gear's second axis. Put Prismadoh and a piece on the crafting table to raise its refine by one, up to +10. A weapon gains 5% of its base damage per level; armor gains 2 flat armor per level, counted after armor's diminishing curve. A failed try drops the piece one level; it never breaks. Prismadoh drops rarely from monsters (1% from bosses).
The Anvil
The Anvil raises a piece one Dungeon level at a time, never past your deepest Dungeon. A strike paid in Gold lands half the time, one paid in Gems three times in four, and the Robux strike always. A miss costs only the strike and leaves a broken piece of the same rarity, which you keep for crafting. On Steelsday (Sunday, UTC) the Gold and Gem odds are 10 points higher.
The Forge
Break Down is free: the piece is destroyed and, with the chance below, leaves a stone of its rarity. Imbue uses stones and Gems to add a line. Reroll rolls a line again. The Forge shows the odds of every outcome before you press.
Tempering Oil and the Jeweler's Chisel
Tempering Oil raises a piece's base quality by ten points, up to Flawless, without lifting it past its own base's range. The Jeweler's Chisel cuts one more socket into a piece, up to the most its rarity allows. Both are spent at the Forge, on its Temper and Add Slot benches, and both are fixed outcomes.
Altar upgrades
The Altar sells permanent upgrades to your character for Gold. Each level costs more than the last.
Items and materials
Everything in a bag that is not gear: what each one does and where it comes from. Materials you cannot use yet are worth keeping; the crafting table will have a use for them.
There are no fixed classes. Your skill bar holds six skills, and you fill it from callings, boss souls, Legendaries and pets in any mix you like. Skills work everywhere: in the Dungeons, the city, the fields, raids and the Coliseum.
The skill bar
Open the chooser from the Info screen to put any skill you own on any button. The bar never rearranges itself: a new skill only goes on the bar when you put it there (the one exception is a calling, whose three skills fill your empty buttons when you learn it). On a computer the six skills are on keys 1 to 6; on a phone three show at a time and the swap button changes pages.
Callings
The Trainer teaches six callings of three skills each. The first is free; each one after costs 450 Gems. Callings are utility: healing, shields, movement and control. The big damage comes from boss souls. Every calling also gives a title.
Boss souls
Every boss can drop its soul, and a soul teaches that boss's own skill while it sits in a socket. Bosses with two skills have two souls. They are rare, which is why they hit harder than anything you can buy.
Other skills
A few skills come from a Legendary or a pet rather than a soul.
A pet follows you, bites whatever you are fighting for a share of your damage, and leaves the gentle creatures of the fields alone until you start the fight. Summon one from your Bag. Pet Boxes give one of nine at equal odds; the rest each come from one place.
One hundred Dungeons in ten biomes, then the Infinite Abyss below them. Each biome has its own monsters, two bosses and its own hazards.
How depth works
Every fifth Dungeon (5, 15, 25...) ends in the biome's guardian and every tenth (10, 20, 30...) in its lord. Beat the boss to open the next floor. Below Dungeon 100 the six gem dragons take the boss floors in turn, starting with the Ruby. Deeper Dungeons drop stronger bases, higher affix tiers and more loot. When you come back, the tower lets you pick any Dungeon you have unlocked.
Elites, the Pinata and boss stones
Elites are bigger, tougher monsters wearing an element's veil. About one Dungeon in ten has one, and they always drop loot. The Pinata appears now and then (about one Dungeon in forty): hit it for Gold, break it for a shower of coins, and it may leave Gems or even a pet. It runs away if you are slow. Boss stones drop from bosses (5%) and summon that boss again when you use one in its Dungeon.
Hazards
From the Goblin Mines down, every biome has hazards. Each warns before it hits, takes only a share of your health, and hurts monsters too; most of them are better used against the monsters than avoided. All the hazards on a floor together can only take so much of your health in a short time.
Past the south gate lies a shared open world: meadows, ponds, woods and camps that every player in the server shares. The gate opens once you have beaten Dungeon 10.
How the fields work
The fields meet you at your deepest Dungeon (never below 11), so they stay worth your time however strong you are, and better gear kills faster. The lawn just outside the gate is safe: nothing spawns or fights there. Dying in the fields costs you nothing. Gold is rare out here and only comes from elites and bosses.
Name colors tell you who will start a fight. A red name hunts you on sight. A yellow name is gentle and only fights back once struck. Your pet follows the same rule.
Quest givers
Five people in the fields have work. Nobody wears a mark over their head: talk to them to find out. Each has a short chain of jobs and a daily, rests for two hours after a job, and pays in Gold, items, potions and a title at the end of their chain.
The Bog King
The fields' rare monster. Four hours after he falls, every Giant Toad killed has a growing chance to wake him, certain by the sixtieth. He rises where the toad fell, grows with the number of fighters, spins his staff, leaps and swallows. His staff, the Legendary Bog King's Bo, drops 1% of the time.
The Walking Isle
A tortoise the size of a village walks the fields, with a shrine, a watchtower and a cottage on its shell and rope ladders down its sides. You can climb it while it walks. Fighting it takes a party of at least six: it has five skills, nowhere near it is safe, and if it is not beaten in time it walks off healed. Everyone who fought opens its hoard for their own roll, based on how much they did. Only the Isle gives its three Legendaries, its two souls, its card and the Isleling pet. After it falls, its shell rests where it fell for a day before another walks in.
The map
Press M (or tap the minimap) for the map. The fields stay fogged until you walk them, camps and quest givers appear once you find them, and any place on it can show you the way.
A maze cut fresh every time, three levels deep, for up to six players. It is open to everyone, guild or not.
How it works
Find the stairs on each level and go down. Monsters crowd the corridors, and the Labyrinth reads your gear in its own scale, so it stays a fight at any depth. You can enter once a day; a Labyrinth's Key (45 Gems) opens it again the same day.
Who lives there
The Sphinx sits on the second level and asks a riddle in colors: stand on the squares in the order its eyes show. Get it right and it lets you take what it guards, including the Unbroken Conundrum. The Mimic is a chest that bites. The Minotaur waits at the bottom with charges and a whirlwind, and drops the Majestic Horn.
Raids are for guild members and their parties. Enter through the Raid Gate in the Guild Hall and pick a raid. Every number in a raid is measured in your own strength, so a raid is a fight whatever your gear.
The Blossom Shrine
A shrine of cherry trees and torii: ashigaru, samurai, shinobi and ninja rats that hunt in formation, Master Koura, the Four Masks, and the Blossom Shogun under the great cherry tree.
Drops: Hanafubuki, Koura's Claw and the Mask of the Four, plus each boss's soul and card.
Duskmourne
A keep under a crimson dusk: the Gravewatch Gargoyle on the arch, Count Vesper in his throne room with his bats and mirrors, and the Pale Reaper in the moonlit Pale Hollow.
Drops: the Stonegrip Gauntlets, the Batwing Signet, Death's Scythe and the Reaper's Shroud, plus souls and cards.
Each raid runs on a clock, and the fastest clears of all time are on the Raid Board in the Guild Hall. A raid clear also pays Guild Marks once a day.
PvP only happens in the Coliseum. Every skill works on players there, and so does every Legendary passive.
Duels, teams and your shadow
A duel is best of three one-minute rounds; the winner keeps the floor. Team fights run in four colors. When nobody is around, you can fight your own shadow, which copies your weapon and your skills. The weekly boards count wins and knockouts against real players, and the top places win a Mythic.
The Sanctioned Match
Six times a day the Coliseum holds its event. A five-minute queue opens that you can join from anywhere, then one of three modes is played. Contenders fill any empty places so a match always runs. Everyone who takes part is paid, and members of a guild earn Guild Marks too.
The Rock Titan's siege
When enough bosses have fallen across the server, or at a set time, the Rock Titan comes for Remiria. A horn sounds, ten minutes of warning follow, and then the whole server defends the city against its horde. Those who stand against it share the reward, and its five pieces form the Living Mountain set.
Horde Night
For one hour twice a week, the Dungeons come alive: more elites, faster spawns and +25% Loot Luck that stacks with the Crier's Blessing. The server's kills fill a meter with three marks, and every fighter past the line is paid each mark reached.
The Crier's Blessing
Any player can buy the Crier's Blessing for the whole server: +25% Loot Luck for everyone for 10, 25 or 60 minutes. The buyer is named, and their first gives the Patron title.
The Peddler
Her cart visits Remiria for one hour in every three. She sells a named Epic, a Rare weapon and a Rare armor piece at your deepest Dungeon, and the week's Legendary for 900 Gems, shared across every server and limited in number. Pact holders get one more row.
Element days
Each day of the week (by UTC) belongs to an element. On an element's day, elites wear it more often, that element's affix lines roll more often, and every boss wears it.
Day and night
A day in Remiria lasts 48 minutes: 32 of daylight and 16 of night, with a full moon every sixth night.
The daily reward
Seven rewards, one for each day you play. A missed day never sends you back to day one, and an unclaimed reward waits for you. Claim it on the Records screen's Daily tab.
Time played
Every day, the longer you play, the more you collect. The chip under the top bar shows the next reward and its countdown.
The quest board
Take three daily papers a day (drawn for you, never two of a kind) and a weekly contract. Finish them, then walk back to the board to claim. Claiming all three dailies starts a streak, and the first refresh of the day is free.
Daily papers can ask you to
The weekly contract can ask you to
Wanted posters, fugitives and lost pets
The wanted poster names either an elite out in the Dungeons (beat it for a named Epic) or a fugitive hiding somewhere in Remiria. Catch the fugitive and walk him to any gate guard. A lost pet may also be hiding in the city; find it and walk it back to the board. The papers never say where to look: the hunt is the quest.
A new season starts on the 1st of every month (UTC) and runs to the end of it. Every season walks the same Road, The Compass Road: 20 steps, each with a free reward and a premium one. You move along it on Seals, which you earn by finishing things, never by logging in or counting kills.
Earning Seals
Every step takes 5 Seals. Seals come from things the game already pays you for:
The Road
Every step has a free reward anyone can claim and a premium one for holders of the Premium Road. The free Road pays Gold, potions, scrolls, a Rare Box and an Epic Box, a trail, and a title at the end. Everything on the Premium Road is fixed and shown here, and neither Road ever pays Gems.
The season's looks
The Road's aura, trails and kill effect are found nowhere else: the Style shelf never sells them. You can try each one on from the Season tab before you reach it.
The Premium Road
One purchase a season, 399 R$, sold only while the season runs. It unlocks every premium reward on that month's Road, the steps you have already passed included. Bought late, it raises your Seals to 2 for every day of the season already gone (20 at most), so waiting never pays: it is a floor, not extra on top. Each month's Premium Road is that month's alone.
Claiming
Rewards are never handed out unasked. Claim them on the Records screen's Season tab, one at a time or all at once, with room in your bag: a full bag refuses the claim and nothing is lost. A boost on the Road starts the moment you claim it, so Claim all leaves boosts for you to start when you are ready.
Claims stay open for 3 days after a season ends. Over the turn of a month both Roads show on the Season tab, with a button to cross between them. When the old Road's claims close, everything you reached on it and never claimed is paid to you, boosts aside.
Found a guild with an Oathstone and 100 Gems at the Registrar in the Guild Hall, or join one. Guilds live across every server, and raids are for guild members.
Halls and renown
Everything members do for the guild earns renown, which raises the hall: more members, and new symbols for the guild's emblem. Oathstones drop from bosses (1% from a lord, 2% from a dragon) and are also sold in the shop.
Guild Marks
Guild Marks are the guild's own currency. You earn them by doing guild things, they are never sold, and every Mark you earn adds the same amount of renown to your guild.
The guild board in the hall draws three papers for each member every day. The treasury takes Gold; every purse you give earns a Mark (up to ten a day), and the most generous guilds rank on the Hall of Legends.
The Quartermaster
The Quartermaster sells cosmetics and raid supplies for Guild Marks, never power: emblem rims and early symbols for the whole guild, nameplate frames and titles for you, and supplies that work by themselves in a raid.
Currencies
Gold
The everyday currency. Earned from monsters, bosses and selling gear; spent on upgrades, repairs, potions, refines, the Anvil and the market.
Gems
The premium currency. Bought in the Shop, and earned free from the daily ladder, the time-played rewards, the community chest and inviting friends. Spent on callings, the Anvil, the Forge, Labyrinth keys, the Peddler's Legendary and looks on the Style shelf.
Waymarks
For coming back. Earned, never bought. Traded at the Waywarden's desk in the Guild Hall for things Robux cannot buy.
Guild Marks
The guild's currency, for members. Earned from guild papers, the treasury, raids and the Sanctioned Match. Spent at the Quartermaster.
Earning Waymarks
Every seventh day in a row also pays 3 more and a Streak Saver, which covers one missed day.
The Waywarden's shelf
Free Gems
The daily ladder pays 100 Gems on day four; the time-played rewards pay Gems at 30 and 50 minutes; the community chest pays 50; and every friend you invite who finishes the tutorial pays 50 (up to 20 friends).
Achievements pay Gold and titles. Wear a title under your name from the Info screen. On top of those listed here there are 45 secret achievements, each with a title of its own. Those are yours to find.
Titles
Roblox badges
These show on your Roblox profile.
Every creature in the game, with where it lives and, for a boss, its skills. In the game, the Records screen fills in each page once you meet a creature. Every creature also has a trading card that drops one kill in a hundred.
The Shop
Everything bought with Robux is in the Shop. Anything with a random outcome shows its odds before you buy, and the first purchase of every Gem bundle pays double.
Gems
Lucky Boxes
Starter Bundles
Three bundles, each offered once for a short time after you beat Dungeon 5. Buying one opens the next; letting one run out ends the ladder for good.
Everything else
Three shelves have sections of their own: Boosts, Auto Salvage on the Passes shelf, and the Style shelf. The Premium Road is bought on the Records screen's Season tab; see The Season Road.
Boosts
Five boosts on the Shop's Boosts shelf, bought with Robux. A boost is yours alone (the Crier's Blessing is the one that lifts the whole server). Buying one again adds its time, up to 4 hours held; a purchase that would pass that is refused before you pay.
When a boost's time runs
What 2x Luck does to drops
Loot Luck multiplies a monster's chance to drop an item, and that chance never goes above 34% (Horde Night adds its own on top, and a boss always drops). So 2x Luck doubles how often loot drops through Dungeon 20, and deeper down it lifts the chance to that ceiling. At every depth it also makes rarer pieces more likely. With no other Loot Luck:
+1 Drop rolls a second item from the same table for every item a monster drops for you, an elite's haul included. Chests, Gold, named Legendaries, cards, souls and Prismadoh are rolled apart and are not doubled. Because 2x Luck and +1 Drop change random outcomes, the Shop shows their odds, without and with them, before you buy.
Auto Salvage
A Game Pass on the Shop's Passes shelf. Choose a rarity, and gear you pick up at or under it is sold for Gold the moment it reaches you, whether you take it by its prompt, with the Loot Magnet or in the sweep as you leave a room. It never takes a square, so a full bag no longer leaves that loot on the floor.
Choose it on the Info screen, beside the Loot Magnet's switch
- Anything that could be better than what you wear in its slot. The item card's own verdict has to say worse or the same, so an upgrade, or anything for a slot that is empty or holds a broken piece, is kept.
- A mixed trade (one line better, the rest worse), unless it is a lower rarity than your worn piece and weaker overall.
- A piece with more sockets than the one you wear.
- A locked piece.
- Anything above Rare. An Epic is never junk.
- Anything the merchant does not buy. Only gear is sold: never a card, stone, soul, key, broken piece or bound item.
- Anything before your first sale. Sell one item to the merchant yourself and it starts.
The Style shelf
Looks bought with Gems on the Shop's Style shelf: auras, trails and kill effects. They are looks only and change nothing in a fight. You wear one of each kind at a time, and other players see them as their own effects settings allow. Every look can be tried free for 12 seconds first, on your own screen, and buying asks before any Gems are spent. Gems come from the Shop's Gems shelf, or free from the rewards under Currencies.
Codes
Enter codes at the Crier in Remiria. Each works once per account.
Settings
All settings live on the Info screen. They are saved with your character.
Are there levels or XP?
No. Your gear is your power, so a new player and an old one can always play together. Progress comes from better gear, refines, upgrades at the Altar and the skills you collect.
How do I get stronger fastest?
Go as deep as you can, equip anything the item card marks as better, sell the rest, and spend Gold on the Altar's Weapon Damage. Use the Anvil to bring a favorite piece up to your depth, and refine it.
How do I get a Legendary?
Any Dungeon kill can drop one (0.05%, or 1% from an elite or a boss), and the Legendary Box always gives one. Others come from one source each: raid chests, the Labyrinth, the Walking Isle, the Rock Titan, the Bog King, the Waywarden and a few bundles. See Legendaries.
How do I unlock the South Fields?
Beat Dungeon 10. After that, the south gate of Remiria opens for you.
When is the Sanctioned Match?
At 01:00, 05:00, 09:00, 13:00, 17:00 and 21:00 UTC. The queue opens five minutes before, and you can join from anywhere.
When is Horde Night?
Saturday at 19:00 UTC and Wednesday at 02:00 UTC, for an hour each.
How do skills work? Can I change class?
There are no fixed classes. Put any six skills you own on your bar from the chooser on the Info screen. Callings, boss souls, Legendaries and pets all give skills.
What does my pet do?
It follows you and bites what you are fighting, and some pets have a skill of their own. It will not start a fight with a gentle creature in the fields.
Did I lose my daily streak?
No. The daily reward ladder moves one step for each day you play, and a missed day never resets it. A reward you did not claim waits for you.
Why did the merchant not buy my item?
He only buys gear you can wear. Stones, souls, cards, keys and broken pieces stay in your Bag for crafting and sockets.
My gear stopped working.
It is probably broken. Repair it at the Forge in Remiria.
Can other players attack me?
Only in the Coliseum. Everywhere else, players cannot hurt each other.
How do I join or found a guild?
Visit the Registrar in the Guild Hall to browse guilds that are recruiting, or found your own with an Oathstone and 100 Gems.
How do I trade?
Rent a market stall in Remiria and list items for Gold. Bound items (bundle and Waymark rewards, the Gold Ingot) cannot be listed.
How do I get free Gems?
Day four of the daily ladder, the time-played rewards, the community chest and inviting friends. See Currencies.
What happens when I die?
The death screen offers you a way back. In the South Fields a death costs nothing, and you stand up on the safe lawn.
What is the Season Road?
A reward track that starts again on the 1st of every month. You earn Seals from the daily papers, the weekly contract, the wanted poster, raids, Horde Night, the Labyrinth, the Coliseum and going deeper, and every 5 Seals reach a step with a free reward. The Premium Road adds a second reward at every step, including looks found nowhere else. See The Season Road.
Do boosts work in the Coliseum?
No. Every boost pauses in the Coliseum and keeps its time until you leave. 2x Luck and +1 Drop also pause wherever nothing can drop, such as the city.
Auto Salvage sold something I wanted.
Buy it back from the merchant's Buy Back. Auto Salvage never sells a piece the item card says could be better than what you wear, a locked piece or anything above Rare. To keep more, choose a lower rarity or switch it off on the Info screen.
Do auras, trails or kill effects make me stronger?
No. The Style shelf's looks change nothing in a fight.
Are there secrets?
Many. Each one is a secret achievement with its own title, and some leave a gift. We will not tell you where.