A dungeon is an adventuring area, usually located underground or within the confines of a structure, where a player may face their most taxing trials but also obtain the most extravagant rewards.
Although most dungeons are communal, some special dungeons, or parts of dungeons, may be instanced. Instanced dungeons are copies of a dungeon that can only be accessed by a limited set of players and expire after a certain amount time. For example, dungeons that require a key to open and boss rooms are always instanced.
The tables below list each of the dungeons in the World of Atlantica, their location, and the minimum level required to enter the dungeon. Also included is the type of equipment box that can be obtained by defeating monsters in each dungeon, which determines the type of equipment set that can be obtained.
The main dungeons are those which pertain to the main quest line. In some dungeons, different kinds of crystals can be obtained from the monsters within. Apart from Ashen Crystals, these must be obtained from the monsters in the shadow dungeons. Some dungeons may also have a quest line that requires visiting a certain dungeon in order to obtain a particular mercenary.
Upgrade dungeons are optional dungeons that require high value items to start the quest chain that visit them and reward the player with powerful rings for their main character that are unique to these quest chains.
|Abyss of the Taj Mahal||New Delhi south||50|| [Bran Castle Equipment Box]|
[Dark Knight's Equipment Box]
|[Gemstone Ring Box]|
|Necropolis||Cairo south||80|| [Pyramid Equipment Box]|
[Osiris's Equipment Box]
|[Gold-plated Ring Box]|
|Sea of Clouds Tower||Chang An south||100|| [Conqueror's Equipment Box]|
[Frozen Savior's Equipment Box]
[Frozen Defender's Equipment Box]
[Frozen Destroyer's Equipment Box]
Guild dungeons can be only be accessed after being opened using a key that is only obtainable by a guild leader, from [Pointry], for a certain sum of guild points (GP). Once the dungeon is opened, an instance is created which lasts for two hours and is only accessible to members of the guild that opened it. A certain guild level is required to in order to use the access keys.
Nation dungeons operate in the same fashion as guild dungeons, except that anyone from the nation that uses the key may enter the dungeon. In addition, there is a wait period tied to the nation that uses a given key which must elapse before the dungeon can be opened again with another key. Some nation dungeons cannot be attempted with a full nine characters and so some mercenaries must be disabled by each player.
Individual dungeons can be only be accessed after being opened using a key that is only obtainable from [Pointry], for a certain sum of battle points (BP). Once the dungeon is opened, an instance is created that is only accessible to the key user and the key user's party. A certain player level is required to in order to use the access keys. Each key can only be used once per wait period.
Unlike most dungeons, individual dungeons can only be attempted with a maximum of 5 mercenaries per player (6 characters including the player). If a player has more than 5 mercenaries but does not manually disable enough mercenaries in order to satisfy the limit, mercenaries will automatically be disabled at the start of each fight, starting with the lowest level mercenary and working up until the limit is satisfied.