1 Dungeon Overview

Vampires vs. Werewolves features 10 dungeons (D1–D10), each scaling in difficulty, level requirement, and reward quality. Every dungeon consists of exactly 7 rooms, and each room is one of five types: Combat, Trap, Puzzle, Safe Room, or Boss. The boss always occupies the final room.

Dungeons are gated by both character level and cooldown timers. Once you complete a dungeon run, you must wait out the cooldown before entering again. Early dungeons reset every 4 hours. The two hardest dungeons (D9 and D10) have an 8-hour and 12-hour cooldown respectively, so efficient timing matters as much as raw power.

GAME MECHANIC

You cannot skip a dungeon's cooldown with gold or premium currency. Plan your daily sessions around when your cooldowns reset to maximize the number of runs per day.

2 How Dungeons Work

The dungeon loop works as follows:

  1. Enter the dungeon from the Combat menu. You must meet the minimum level requirement.
  2. Advance room by room. Each room presents an encounter based on its type. You cannot skip rooms or backtrack.
  3. Fight through to the boss. Room 7 always contains the dungeon's boss. Defeat it to complete the run.
  4. Collect your rewards. Completing the run grants XP, gold, and a loot roll from the dungeon's drop table.
  5. Cooldown starts. The dungeon becomes locked for the cooldown period before you can re-enter.

If you die during a run, you exit the dungeon without collecting rewards and the cooldown does not reset — you must wait it out before trying again. Survival is mandatory for reward collection.

WARNING

Dying in a dungeon wastes your cooldown. Do not enter a dungeon if your gear or HP is below the recommended threshold. A failed run loses both the rewards and the entry window.

3 Room Types Explained

Understanding each room type lets you prepare correctly before entering a dungeon. Here is what to expect from each:

Room Type What Happens Notes
CombatFight one or more monstersMost common room type; uses combat skills
TrapTake direct damageResistance stats reduce trap damage; can be mitigated
PuzzleBonus gold and XP awardedNo combat; always beneficial to encounter
Safe RoomRestore a portion of HPUse strategically to survive to the boss
BossFinal fight — the dungeon bossAlways in Room 7; boss has special abilities

Trap Rooms

Trap rooms deal a fixed percentage of your max HP as damage. Resistance gear from higher-tier crafting reduces this damage. At D1–D4, traps are manageable without dedicated resistance builds. At D8 and above, trap rooms can remove 20–30% of your max HP per occurrence, making resistance stats and pre-boss healing critical.

Safe Rooms

Safe Rooms heal a flat percentage of your max HP — the amount scales with dungeon tier. In early dungeons, safe rooms top you off comfortably. In D8+, the heal may not be enough to fully recover from accumulated combat and trap damage, so do not enter the boss room assuming you'll be at full HP. Bring potions.

Puzzle Rooms

Puzzle rooms award bonus gold and XP with no risk. The bonus scales by dungeon tier — a D10 puzzle room pays out significantly more than a D3 equivalent. There is nothing to do to influence puzzle room outcomes; they are automatic bonuses.

4 All 10 Dungeons

Here is the complete dungeon reference table. Level ranges indicate the recommended character levels for efficient farming, not hard locks on entry.

Dungeon Name Level Range Cooldown Notes
D1Haunted Crypt1–104hBeginner dungeon; tutorial-level monsters
D2Shadow Forest5–154hUnlocks at level 5; first outdoor dungeon
D3Bone Citadel10–204hUndead enemies; good material drops
D4Dark Mines15–254hOre and hide drops; strong for crafters
D5Blood Fortress20–304hFirst dungeon with meaningful boss difficulty
D6Vampire Keep25–404hVampire-faction theme; multi-enemy rooms begin
D7Werewolf Stronghold30–454hWerewolf-faction theme; high HP enemies
D8Ancient Vampire Palace50–658hVampire-themed rooms; harder traps and bosses
D9Primal Wolf Sanctuary55–708hWerewolf-themed rooms; pack enemy encounters
D10Blood Moon Temple65–8012hEndgame; legendary rewards; hardest boss in game

D1 — Haunted Crypt (Levels 1–10)

The starting dungeon. Haunted Crypt introduces new players to dungeon mechanics through low-stakes encounters. Monsters hit lightly, traps deal minimal damage, and the boss is manageable in starter gear. Run it until you reach level 5, then begin farming D2 instead. Keep D1 as a backup if you're grinding for starter crafting materials.

D2 — Shadow Forest (Levels 5–15)

The first dungeon that genuinely tests your build. Shadow Forest introduces forest-type enemies with moderately higher ATK than Crypt monsters. The boss in Room 7 has a basic stun ability, so having a heal skill active is recommended. Transition from D1 to D2 as soon as you hit level 5 — the XP and gold per run are noticeably better.

D3 & D4 — Bone Citadel and Dark Mines (Levels 10–25)

The mid-early progression dungeons. Both D3 (Bone Citadel) and D4 (Dark Mines) are excellent farms for crafting materials. Bone Citadel drops Bone Fragments and Shadow Essence; Dark Mines drops Ore Shards and Moonhide, which are used in Uncommon and Rare tier crafting recipes. Farm D3–D5 specifically when you need crafting materials before your next gear tier.

FARMING TIP

D3 and D4 have some of the best crafting material drop rates in the game. If you're preparing for a big craft upgrade, run these on every cooldown reset until your stockpile is full — don't wait until you need the materials urgently.

D5 — Blood Fortress (Levels 20–30)

Blood Fortress marks the transition to real dungeon difficulty. The boss has two phases and can self-heal once during the fight. If you reach the boss with less than 60% HP, you risk losing the run. Use any Safe Room heals carefully and enter with a potion equipped. The loot table includes Uncommon-tier gear and early Rare material fragments.

D6 — Vampire Keep (Levels 25–40)

Vampire Keep introduces multi-enemy combat rooms for the first time. You'll face two enemies simultaneously in at least two of the seven rooms. Werewolves with Primal Roar handle these rooms efficiently; Vampires should use Dark Explosion to burst down the primary threat first. The keep's aesthetic is Vampire-faction themed, with shadowy corridors and blood-magic bosses.

D7 — Werewolf Stronghold (Levels 30–45)

The counterpart to Vampire Keep. Werewolf Stronghold features high-HP enemies designed to outlast burst damage builds. Sustain is essential here — Blood Mage Vampires and Iron Wall Werewolves thrive in this dungeon. Pack-type enemies in multi-enemy rooms apply stacking debuffs if not eliminated quickly. The boss has a rage phase at 30% HP that significantly increases its ATK.

D8 — Ancient Vampire Palace (Levels 50–65)

D8 is the first dungeon in the endgame bracket and significantly harder than D7. The 8-hour cooldown reflects its difficulty jump. Ancient Vampire Palace features Vampire-themed rooms with enhanced shadow traps and life-drain mechanics on enemies. Always use potions before entering D8. Trap rooms deal up to 20% of your max HP, and the boss has three special abilities including a shadow shield that absorbs the first burst attack each round.

D9 — Primal Wolf Sanctuary (Levels 55–70)

Primal Wolf Sanctuary is a Werewolf-themed endgame dungeon. Pack encounters are the defining challenge — rooms commonly have 3 enemies at once, all dealing physical damage that stacks quickly. AoE skills like Primal Roar become almost mandatory here. The boss has a howl ability that buffs its own ATK for 3 turns; time your defensive abilities around that window. D9's drop table includes Rare and Epic gear with a chance at Epic material fragments.

D10 — Blood Moon Temple (Levels 65–80)

The endgame dungeon. Blood Moon Temple has a 12-hour cooldown and the hardest enemy roster in the game. Every room is elevated: Combat rooms have elite enemies with special abilities, Trap rooms deal 25–30% HP, and the boss — The Blood Moon Entity — is the most challenging fight in Aeternum. Legendary item rewards are locked almost exclusively to D10 runs.

5 D10 Boss Strategy: The Blood Moon Entity

The Blood Moon Entity is D10's final boss: Level 80, 15,000 HP, 6 abilities. This fight requires proper gear, optimal skill priority, and consumable preparation. Here is what you need to know:

The Entity's Abilities

  • Blood Nova — AoE damage to all targets. Hits hard in the early phase. Use defensive skills immediately.
  • Shadow Veil — The Entity enters an evade state for 1 turn. All attacks miss. Save your burst skills for after the veil drops.
  • Crimson Drain — Steals HP from you and heals the Entity. Interrupt windows are limited; reduce incoming heal with resistance gear.
  • Moonfire Aura — Passive damage dealt to you at the start of each turn. This is the main HP drain of the fight; heal every 2 turns or you'll bleed out.
  • Eternal Hunger — Phase 2 ability (below 50% HP). Doubles the Entity's ATK for 3 turns. Activate your best defensive ability the moment the Entity drops below half HP.
  • Blood Moon Pulse — Ultimate ability (used once at 20% HP). Deals massive single-hit damage. This is the one-shot window. Make sure you are at full HP going into the final stretch — use a potion at 25% Entity HP, not after the Pulse lands.

Recommended Strategy

  1. Enter with full HP and a max-tier potion equipped.
  2. Open with your highest ATK buff skill (Moon Fury or Dark Explosion) to push the Entity through Phase 1 quickly.
  3. When Shadow Veil activates, hold burst skills — use heals or buffs instead.
  4. At 50% Entity HP, immediately activate your defensive cooldown before Eternal Hunger fires.
  5. At 25% Entity HP, pre-potion. Do not wait for Blood Moon Pulse to land before healing.
  6. Push damage hard in the final 20% — the Entity's abilities escalate but so does your window to finish it.
WARNING

Do not enter D10 without max-tier gear and a full potion stack. The Blood Moon Entity's Blood Moon Pulse one-shots characters with less than 70% max HP. Preparation is not optional at this difficulty.

6 Hard Mode & Legendary Loot

D10 has a Hard Mode variant that becomes available once you've completed Normal Mode at least once. Hard Mode significantly increases enemy HP and damage across all 7 rooms, and The Blood Moon Entity gains additional HP and an extra ability phase.

The reward for completing D10 Hard Mode is access to the game's Legendary item drop table. Hard mode runs have a guaranteed roll on the Legendary loot pool, which includes four exclusive items:

Item ID Type Source
341Legendary WeaponD10 Hard Mode drop
344Legendary ArmorD10 Hard Mode drop
361Legendary AccessoryD10 Hard Mode drop
364Legendary Off-handD10 Hard Mode drop

Legendary items from D10 Hard Mode are the best-in-slot equipment in the current version of the game. All four items drop from the same loot pool, so which Legendary you receive per run is random. Expect to farm Hard Mode multiple times before completing a full Legendary set.

LOOT NOTE

D10 Hard Mode has a 12-hour cooldown like Normal Mode. Budget your time: two Hard Mode clears per day maximum. If you fail a Hard Mode run and die before the boss, you lose the run and the cooldown. Normal Mode clears still reward Epic-tier loot.

7 General Tips

A few universal principles that apply across all dungeons:

  • Always use potions before D8 and above. The difficulty jump between D7 and D8 is significant. Entering D8, D9, or D10 without a max-tier potion equipped is a common cause of wasted cooldowns.
  • Farm D3–D5 for crafting materials. These three dungeons have the best drop rates for mid-tier crafting materials. If you're upgrading your gear before pushing to D6+, grind here first.
  • D10 requires max gear. Do not attempt D10 Normal until your gear score is at the Epic tier minimum. D10 Hard Mode requires a full Epic or Legendary loadout — no exceptions.
  • Track your cooldowns. Use the Dungeons page timer display to plan your sessions. Wasting a cooldown window by missing a reset costs you a full run's worth of XP and loot every time.
  • Push to the highest dungeon you can consistently clear. XP and gold scale sharply with dungeon tier. Farming D3 when you're capable of D5 is inefficient. Test each new dungeon once with consumable backup, and if you clear it, move your farming base up immediately.
  • Safe Rooms are more valuable in late dungeons. In D8+, hold off on using HP recovery skills until you've passed the Safe Room — let the room do partial work, then use skills for the remainder. This preserves cooldowns for the boss fight.
PROGRESSION TIP

A good benchmark: if you're clearing a dungeon with more than 50% HP remaining after the boss, you're overleveled for it and should move to the next tier. Push early — the XP acceleration from higher dungeons compounds significantly over time.