The Underhall: a solo role trial — a weekly labyrinth and the Abyss for records

The Zarhold Team · · 5 min read
Illustration: a stone door ajar in a dark dungeon, violet light pouring through the gap, a lantern burning at the threshold

A solo trial for level 60 heroes: Descent, a weekly labyrinth with riddles and loot, and the Abyss, waves for a record. How the Underhall works.

In most MMORPGs the endgame is a group affair: raids, keystones, a party of five. But what about the evening when you can’t gather people and still want a real challenge, not another quest? Zarhold has the Underhall for that — a solo role trial for level 60 heroes. It tests not the power of your gear but how well you play your tank, healer or damage dealer.

What the Underhall is

The Underhall is the world beneath the Great Hall. The entrance is the “Underhall” tab in Dungeons. At the door you pick a role — tank, healer or damage — from those your class can take, and you play with your own talents and deck.

  • The tank holds the enemies, with trial wards beside them: the wards hit and pull enemies too, and your job is to keep them alive.
  • The healer keeps the ward guardian and the damage dealer standing: heals, shields, cleansing.
  • The damage dealer goes without wards — just you against the wave: against the clock, on the main target, to survive.

Wards are not world residents: they belong to the trial itself, and you can’t take them on runs or gear them. How the roles work in a party is covered in How to tank, How to heal and How to play DPS.

Two modes: Descent and the Abyss

Descent — the labyrinth of the week

Every Monday at 03:00 Moscow time the labyrinth is laid out anew — one for everyone for the whole week.

  • 5 floors, each with forks of several doors. You only see what you have walked.
  • Door signs hint at what lies behind: a fight, an echo of a dungeon boss, a quiet room with a chest or a rest — or a riddle.
  • The Whisper of the Underhall at each fork always tells the truth, if foggily.
  • Behind a carved door waits a riddle verse — a fight condition, such as playing no more than two cards. 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.

Instead of lives you carry a candle of 3 stubs. Lose a fight and a stub goes out, and you can retry the fight with a new deal. When all are out, the run ends — but your spoils stay with you.

The labyrinth’s strength is its depth, from 1 to 10. Depths open in order: clear a Descent and the next one unlocks. Deeper down, rooms get affixes, as in Mythic+.

The Abyss — waves for a record

The Abyss is wave after wave, each stronger, until you fall. Every 5th wave is a guardian with its own mechanic. Your record is the number of waves cleared, with tables by role and by class within a role: weekly, seasonal and all-time, plus a “My guild” tab. The Abyss gives no items — only records, an appearance and titles.

Underhall keys

  • 2 keys a day (at 03:00 Moscow time), stacking up to 6 — you can skip a couple of days and lose nothing.
  • A Descent run or an Abyss attempt costs one key; keys are shared by both modes.
  • Practice without a key is always open — no rewards, but a calm way to learn.

What the Underhall gives

  • The weekly Underhall Chest — one item for the slot of your choice; its level depends on your best depth of the week, up to 239. That is below mythic raids and Mythic+ — the best gear still belongs to groups, and the Underhall does not replace them.
  • Role points for each fight — up to 100: victory, wards alive, your Health, speed. Silver at 70+, gold at 90+.
  • A “proven tank / healer / damage” badge next to your name in group finder — for a gold Descent from depth 4. It is a mark of skill, not a gate: groups are open to everyone.
  • The trial appearance for your class and role — for gold from depth 7. Earned only.
  • Abyss titles for 20 / 30 / 40 waves in one attempt, plus seasonal titles and frames for the best in the tables.
  • The Underhall Chronicle — weeks in which you reached the Heart: a title, a frame, a card back, a battlefield, a pet and a mount.

The Underhall gives no experience and no gold — it is a trial, not a farm.

Labyrinth items

At a fork special items help: a torch shows what is behind the doors, a thread takes you back to a fork you passed, a rune saves a candle stub. Crafters make them — engineers, tailors, alchemists, leatherworkers, blacksmiths and enchanters — labyrinth chests drop them, and they are traded on the auction house. They can’t be bought for money. So the Underhall has an economy of its own — more about professions in MMORPG professions.

Who the Underhall is for

  • Solo players — a real challenge that doesn’t wait for a group. More on solo play in A solo-friendly MMORPG.
  • Players learning a role — tanks, healers and damage dealers sharpen exactly what they will need in raids and Mythic+.
  • Puzzle lovers — the labyrinth is new every week, and no item reveals the secret passages.

Underhall FAQ

What level opens the Underhall?

Level 60. The entrance is the “Underhall” tab in Dungeons.

Can I run the Underhall with friends?

No, it is a solo trial: you and the trial wards. For playing with friends there are dungeons, raids and Mythic+ — see Difficulties in an MMORPG.

Which role should I pick?

One your class can play and that you enjoy. A tank needs the talent tree with Taunt, a healer — one with a healing power. To try a role risk-free, there is practice without a key.

What happens if all the candle stubs go out?

The run ends, but everything you have already found stays with you.

Does the Underhall give experience or gold?

No. Its rewards are the weekly chest items, titles, badges and appearances.

The bottom line

The Underhall is endgame for one: a weekly labyrinth with riddles, a candle of 3 stubs and the Heart at the bottom, and the Abyss with record tables. It tests how you play your role and gives marks everyone can see, while leaving the best gear to groups. All the rules are in the knowledge base: The Underhall, Descent, The Abyss and Roles and wards. Open the game, take your hero to level 60 — and descend.

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