Dungeons
Every dungeon: its monsters and their levels, what opens it and what clearing it gives.
Dungeon categories
All dungeons
Entering a dungeon
A dungeon costs Portal Orbs to enter: 1 at difficulty 0, and one more for each difficulty level. Each dungeon opens once you’ve cleared an area of its region enough times, as its page says.
The Incremental Epic Hero 2 - Starter Pack(opens in a new tab) gives you 5 Portal Orbs once, and the Incremental Epic Hero 2 - Premium Nitro Pack(opens in a new tab), Incremental Epic Hero 2 - Global Skill Slot Pack(opens in a new tab) and Incremental Epic Hero 2 - Inventory Slot Expansion Pack(opens in a new tab) give 10 each.
Waves and time
A dungeon is 100 waves long at difficulty 0, and much longer above it: 200 at difficulty 1, 400 at difficulty 2. You have 5 minutes to clear it, plus any time area prestige adds. Each dungeon’s page lists the 100 waves its class sets out, which repeat at higher difficulties.
Once those run out, each wave is one picked at random from the first 99, and the final wave comes back at every hundredth (wave 200, 300 and on). Past wave 100 the monsters get harder as you go: every 10 waves past the 100th count as one more difficulty level for them, though not for the final wave’s returns. Every 100 waves (as wave 101, 201 and on begin) you pick a blessing from a shuffled set; a hero you aren’t playing gets one at random.
Any monster in a dungeon can come out Metal instead, at a 0.05% chance, which a plain area never does. A wave set to Boss stays Boss. Only in a dungeon can a monster you defeat drop a treasure chest, at 0.5% (what one holds is under Drops).
Dungeon prestige
A dungeon earns prestige points from its clears as an area does (see Difficulty and area prestige), but spends them on upgrades of its own. Their caps rise once you’ve reached a milestone of Tier 3 World Ascension’s missions; the raised caps are in brackets below.
A dungeon spends its points on six upgrades:
- Area Prestige: raises the highest difficulty you can pick, by 1 a level, up to 9 (19).
- Treasure Hunter: +0.1% chance of a treasure chest for each level, up to 10 levels (20).
- Additional Time: a minute more to clear the dungeon for each level, up to 20 (40).
- Metal Chaser: +0.025% chance of a Metal monster for each level, up to 20 (40).
- Portal Key: one Portal Orb off the cost of entering for each level, up to 9 (19), though it never costs less than 1. Each level costs 3 points.
- Damage Bonus: multiplies every hero’s damage to the dungeon’s species, +25% for each level, up to 100 (500, each level past 100 adding more than the one before).
Rewards
Unlike an area, a dungeon pays experience and gold on clearing, more the higher its monsters’ levels; each dungeon’s page gives how much at difficulty 0. Every dungeon gives Enchanted Shards, one more for each difficulty level, so the list above leaves them out: its Also gives column is the rest. Some give a first-clear reward too, once for each difficulty.




























































