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.

ItemWhat it doesMade by
Signal Torchshows what is behind every door of the forkengineering 60
Ariadne’s Threadgo back to a passed fork of the floor (one per run)tailoring 125
Draught of Insighta carved door’s verse in plain wordsalchemy 150
Floor Mapevery room of the floor (without the passage)leatherworking 175
Forged Keyopens the “Storeroom behind the grate”blacksmithing 100
Ward Runeyour 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.

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