Descent — the Underhall’s labyrinth of the week
Descent: 5 floors of the weekly labyrinth, door signs, whispers, riddles, a secret passage to the Heart, a 3-stub candle, depths 1–10, loot up to 239.
Every Monday at 03:00 Moscow time the stone shifts: a new labyrinth for the week, the same for everyone.
Floors and forks
- 5 floors, each with forks of 2–3 doors. Only what you passed is shown.
- At the end of a floor waits the Stair Warden (a dark opening). There may be a false exit beside it: step in and a candle stub goes out.
- Door signs hint at what lies behind: iron — a fight or an elite, bone — a dungeon boss echo, mossy — a “quiet” room (chest, rest or trap), carved — a riddle, an arch — anything.
- The Whisper of the Underhall at each fork is always true, if foggy.
A candle of 3 stubs
Lose a fight and a stub goes out; you may retry the fight with a new deal. When all are out, the run ends and your spoils remain. Your Health is full in every fight.
Riddles, the passage and the Heart
- Behind a carved door is a riddle verse: a fight condition (“no more than two cards”, “no damage in the first three turns”…). Meet it and the floor’s secret passage opens.
- The passages of all five floors within a week open the Heart of the Underhall and its Keeper.
Labyrinth items
They work only in the Underhall, at a fork; crafters make them and labyrinth chests give them; they sell on the auction. Never for money. None of them reveals a secret passage.
| Item | What it does | Made by |
|---|---|---|
| Signal Torch | shows what is behind every door of the fork | engineering 60 |
| Ariadne’s Thread | go back to a passed fork of the floor (one per run) | tailoring 125 |
| Draught of Insight | a carved door’s verse in plain words | alchemy 150 |
| Floor Map | every room of the floor (without the passage) | leatherworking 175 |
| Forged Key | opens the “Storeroom behind the grate” | blacksmithing 100 |
| Ward Rune | your next loss does not snuff a stub (one per run) | enchanting 150 |
The Torch and the Thread also take a material of the labyrinth itself — Phosphor Moss and Deepweaver Silk; the Map takes three Map Scraps. These materials drop only in a keyed Descent.
Depths 1–10
Depth sets enemy strength and loot level. You unlock depths in order: clear the Descent and the next one opens. From depth 4 rooms get affixes, two from depth 7, three from depth 9. An unlocked depth lasts for the season.
Loot
- The weekly Underhall Chest (Monday): one item for a slot of your choice; its level follows your best depth of the week: 1–3 → 226, 4–6 → 232, 7–8 → 236, 9–10 → 239. That is below mythic (245) — the top still belongs to groups.
- Floor Wardens and the Keeper — a chance of an item; Marks of Distinction for floors (once a week per account) and Forge Shards for the fifth floor and the Heart.
- The Underhall Chronicle — weeks with the Heart (not necessarily in a row): a title, a frame, a card back, a battlefield, the “Guiding Firefly” pet and the “Underhall Aurochs” mount (15 weeks).
Journal
The labyrinth has no “How to beat”. There is the Underhall Journal: what was behind which doors on your runs and which Echoes you met. Every Monday last week’s map opens there too — with every passage and riddle answer.
Read next
The Underhall: a solo role trial
The Underhall is a solo role trial for level 60 heroes: the weekly Descent labyrinth with loot and the Abyss — waves for a record.
The Underhall: roles, wards and role points
What the tank, healer and damage do in the Underhall, who the trial wards are, how role points and medals work, the badge by your name.
Abyss — the Underhall’s waves for a record
Abyss: endless waves in your role, a warden every 5 waves, tables by class and role — week, season, all time; titles and appearance.
How dungeons work
23 dungeons, 6 raids and 3 world bosses: levels, waves before bosses, enemy strength, heroic raids, full experience for all and outlevelling a dungeon.