Descend. Survive. Win.
A free account keeps your town, treasury, heroes and crypt safe on the server.
Quitting from a dungeon returns your hero to Emberhold; the level resumes from the gate.
Emberhold is your account's home. Elder Maren tells the tale as you descend, hands out bounties and keeps your journal. The Merchant buys loot and sells potions, Hilda the Smith tempers your gear, Vex the Stranger sells mystery items, and at the tavern Bram trades rumors and plays dice. The Mystic sells permanent blessings, the Stash keeps items for every hero you raise, the Crypt Keeper remembers the fallen, and the Dungeon Gate leads below. Practise your skills on the training dummy.
Below you'll find shrines that bless you for a while, chests (some of which bite), urns to smash, torn pages of lore, cursed altars that summon waves of the dead for a big reward, and Gilded Imps that flee with sacks of gold. Kill a pack quickly for a Massacre bonus.
There are four dungeons, each deadlier than the last. Clear level 5 of one to open the next. Your hero can return to any level it has cleared; the halls reshape and the dead return every visit.
Death is final for a hero: it rests in the crypt with its gear. Gold goes straight to your treasury and is never lost. Leaderboards rank the deepest level cleared and lifetime gold earned.