Reckoner

Dungeons

The Descent

Five dungeons, the chambers inside them, the mercenaries you hire and the bosses at the bottom.

The Descent is the co-operative half of Reckoner, and it does not need anybody to be online. You hire mercenaries, pick a dungeon and pick how deep to go - and depth is a dial, not a difficulty setting. Each rung down multiplies what is waiting and what it pays. It opens at L26, and you get 2 runs a day.

The five dungeons

Ironbristle Bristlewarren Tier 2 from L26 Ironbristle
IronbristleIronbristle · the boss
L26Beast
landForesttier 2
opens atL26
bossIronbristlelevel 26
essenceBristlewarren Essencetradable, and the high recipes want it

Trophies

Ironbristle TuskIronbristle TuskKnight trophyIronbristle SinewbowIronbristle SinewbowPaladin trophyIronbristle EmberspineIronbristle EmberspineMage trophyIronbristle QuillIronbristle QuillDruid trophy

The boss fight

  • Phase 1 - 50% of its health. Circles the den and charges with tusks and hooves.
  • Phase 2 - 50% of its health, hitting 1.2× as fast. From half health it stops circling and its charges come faster.
Thornheart Thornhollow Tier 3 from L51 Thornheart
ThornheartThornheart · the boss
L51Plant
landJungletier 3
opens atL51
bossThornheartlevel 51 · casts Closing Thorns
essenceThornhollow Essencetradable, and the high recipes want it

Trophies

Thornheart LashThornheart LashKnight trophyThornheart BriarbowThornheart BriarbowPaladin trophyThornheart TorchwoodThornheart TorchwoodMage trophyThornheart SprigThornheart SprigDruid trophy

The boss fight

  • Phase 1 - 50% of its health. Hits with thorns and lets vines loose.
  • Phase 2 - 50% of its health, and it closes its own wounds, hitting 1.25× as fast. From half health it seeps poison and starts closing its own wounds.
Slagmaw Forgedeep Tier 4 from L76 Slagmaw
SlagmawSlagmaw · the boss
L76Fireborn
landDeep Cavernstier 4
opens atL76
bossSlagmawlevel 76 · casts Reforging
essenceForgedeep Essencetradable, and the high recipes want it

Trophies

Slagmaw HammerSlagmaw HammerKnight trophySlagmaw EmberbowSlagmaw EmberbowPaladin trophySlagmaw ForgebrandSlagmaw ForgebrandMage trophySlagmaw BasaltrodSlagmaw BasaltrodDruid trophy

The boss fight

  • Phase 1 - 50% of its health. Swings a molten arm and throws the sparks of its own forge.
  • Phase 2 - 50% of its health, and it closes its own wounds, hitting 1.3× as fast. From half health the forge relights: the hammer falls faster and the maw welds its own cracks shut.
Rustcrown Ironvigil Tier 5 from L101 Rustcrown
RustcrownRustcrown · the boss
L101Undead
landCastletier 5
opens atL101
bossRustcrownlevel 101 · casts Standing Vigil
essenceIronvigil Essencetradable, and the high recipes want it

Trophies

Rustcrown ScepterRustcrown ScepterKnight trophyRustcrown SpirebowRustcrown SpirebowPaladin trophyRustcrown BeaconRustcrown BeaconMage trophyRustcrown VerdigrisRustcrown VerdigrisDruid trophy

The boss fight

  • Phase 1 - 50% of its health. Holds the throne room and answers with mace and grave-cold.
  • Phase 2 - 50% of its health, and it closes its own wounds, hitting 1.25× as fast. From half health the old watch answers with it: the blows come faster and its wounds close.
Cinderhusk Emberthrone Tier 6 from L126 Cinderhusk
CinderhuskCinderhusk · the boss
L126Undead
landThe Abysstier 6
opens atL126
bossCinderhusklevel 126 · casts Rekindling
essenceEmberthrone Essencetradable, and the high recipes want it

Trophies

Cinderhusk MaulCinderhusk MaulKnight trophyCinderhusk AshbowCinderhusk AshbowPaladin trophyCinderhusk EmberheartCinderhusk EmberheartMage trophyCinderhusk AshsproutCinderhusk AshsproutDruid trophy

The boss fight

  • Phase 1 - 50% of its health. Burns from the inside and strikes with an arm of cooling ash.
  • Phase 2 - 50% of its health, and it closes its own wounds, hitting 1.3× as fast. From half health the embers flare: it strikes faster and packs its own cracks with ash.

What is inside one

A run is a fixed script of chambers and then the boss. The chambers differ in how the same stretch of time is spent - one long grind, three heavy fights, or a short rich room.

Swarm

Swarm

enemies24
loot

A long run of weak enemies. Cheap per kill, but it drains supplies by sheer count.

Wardens

Wardens

enemies3
loot

Three heavy fights. Short, and every one of them can go wrong.

Vault

Vault

enemies6
loot1.6×

Fewer enemies, far richer loot - the room you came for.

Conflux

Conflux

enemies14
loot

The elemental well. It replaces the swarm on deeper descents and hits with the tier element.

The mercenaries

Four hires, one of each class. They scale to your level, they bring their own supplies, and who you take changes what the party can survive: a healer buys you a rung of depth on its own.

Bramwell

KnightTank

Holds the line - takes the hits so the rest of the party does not.

Kara

DruidHealer

Keeps everybody standing - buys a rung of depth on their own.

Odric

MageDps

Burns things down - the reason the enrage timer is not a problem.

Wren

PaladinDps

Burns things down - the reason the enrage timer is not a problem.

Depth is the dial

  • Tokens pay by tier first and depth second, so a deep run in a shallow dungeon never beats a shallow run in a deep one.
  • A rarity floor comes with depth: from the first rung every drop in the run is at least blue, and from the fourth at least purple.
  • The boss's red drop climbs with every rung, up to a ceiling - a jackpot that gets more likely, never guaranteed.
  • An enrage timer ends the run if the boss outlives it. Depth is limited by what your party can actually kill in time, not by a level requirement.
DungeonTierOpens atTokens for a shallow clearTokens at the depth cap
IronbristleBristlewarrenTier 2L262442
ThornheartThornhollowTier 3L513663
SlagmawForgedeepTier 4L764884
RustcrownIronvigilTier 5L10160105
CinderhuskEmberthroneTier 6L12672126

The rungs

One rung down doubles what the enemies are made of, but their damage climbs slower than their toughness - so depth is a fight that gets longer before it gets deadly, and the enrage timer is what eventually stops you. Rewards below are the same on every dungeon; the tokens column is for a tier 6 run.

DescentEnemy toughnessEnemy damageRarity floor on every dropBoss red chanceTokens
×1×1×1.2Blue5%72
×2×2×2.04Blue6.5%83
×3×4×3.47Blue8%94
×4×8×5.9Purple9.5%104
×5×16×10.02Purple11%115
×6×32×17.04Purple13%126
×7×64×28.97Purple14%126
×8×128×49.24Purple16%126