Introduction to Deep Dungeons (2024)

Last updated on Nov 08, 2022 at 12:00 by Chiela and Angelus2 comments

Welcome to our guide to Deep Dungeons, a unique instance which changes everytime you enter while also utilizing a unique leveling system.This guide aims to explain the mechanics of Deep Dungeon instancesas well as provide general tips for attempting to clear the content.

1.

What is Deep Dungeon?

Palace of the Dead and Heaven on High are ever-changing dungeons whose architectureis never quite the same each time players enter to explore its depths. All players will beginat level 1 and level 61 respectively, and only by fighting the enemies within will they be ableto gain the strength and experience needed to explore.

2.

Differences Between Deep Dungeon Types

While the basis for Palace of the Dead and Heaven on High is very similar, a set number of randomizedfloors you take on in sets of 10 with an hour to complete, there are some key differencesbetween the two deep dungeons.

Below are the key differences between the two:

  • Palace of the Dead has 200 floors, while Heaven on High has only 100.
  • Heaven on High and Palace of the Dead runs can begin from two different floorsets:
    • Palace of the Dead starts at either floor 1 or floor 51.
    • Heaven on High starts at either floor 1 or floor 21.
  • The level caps are different, with Palace of the Dead being 60 and Heaven on High being 70.
    • If starting on the later floors, as mentioned above, your character will start out at the level cap of the content you're doing.

Alongside the Endwalker patch came a stat squish across the entire game. This affected Deep Dungeons in two major ways:

  • HoH 1-50 is much easier now, after that it normalizes back to the same difficulty as in Shadowbringers
  • It’s much more difficult to speed run 91+ in POTD, and generally mobs hit harder and are slightly more difficult 91-140. After that it’s the same as before.

2.1.

Should I start with Palace of the Dead or Heaven on High?

Starting with either is completely valid, however we often recommend starting with Heaven on High as there arefewer floors, meaning progging takes less time. It also takes less time to get to the harder floors which willteach you about how to manage your Pomanders to save time, and about what enemies to fight and when.Much of the knowledge gained from Heaven on High can easily transfer to Palace of the Dead.

Palace of the Dead Guide

3.

Eureka Orthos

While our information is limited at the moment, we have prepared a page for the new Deep Dungeon,Eureka Orthos. This page will continue to be updated as the content is released and we createguides.

Eureka Orthos Guide

4.

Aggro in Deep Dungeons

4.1.

Proximity

When you move close enough to an enemy, it will automatically aggro you no matterwhere it’s facing. Mimics in Palace of the Dead have a much larger aggro range than most proximity mobs,and should be treated with care.

4.2.

Sight

Mob has to be facing you in order to aggro. This usually is a cone originatingfrom the front of the monster. Check the arrow on the monster’s hitbox to tell where it’s facing.

4.3.

Sound

Will aggro you if you run close to it, to avoid detection, toggle walk. Sound mobs alsoaggro even when walking if you come into direct contact with the mob's hitbox.

5.

Potsherds and Sustaining Potions

The videos below outline how best to farm Potsherds in both Palace of the Dead and Heaven on High.

Palace of the Dead farming:

Heaven on High farming:

6.

Aetherpool

Players will be restricted to the use of an Aetherpool Arm and Aetherpool Armorwhen inside the Deep Dungeon. In addition to gaining levels, players must enhance these items asthey progress through the dungeon. Note that Aetherpool Armor will take the appearance ofyour current gear upon entering the instance.

  • Normal gear has no effect on your character's attributes inside Palace of the Dead.
  • Aetherpool gear growth will not carry over from Palace of the Dead to Heaven-on-High.

The fastest way to farm Aetherpool is to queue with a party into floor 51+ in Palace of the Dead or floor 21+ in Heaven on High.

7.

Pomanders and Treasure Coffers

PomandersIconsPalace of the Dead & Heaven on High
Pomander of SightIntroduction to Deep Dungeons (1)Fully reveals the map of the current floor and the location of all traps on the floor.
Pomander of StrengthIntroduction to Deep Dungeons (2)Increases the damage and healing of the user by 30% for eight minutes.
Pomander of SteelIntroduction to Deep Dungeons (3)Decreases the damage taken of the user by 40% for eight minutes.
Pomander of AffluenceIntroduction to Deep Dungeons (4)Increase the amount of treasure coffers on the next floor.
Pomander of FlightIntroduction to Deep Dungeons (5)Halves the number of enemies spawned and required to open the Cairn of Passage on the next floor.
Pomander of AlterationIntroduction to Deep Dungeons (6)Changes all enemies in a random room to either Mimics or Mandragoras on the next floor. Mandragoras die in one hit.
Pomander of PurityIntroduction to Deep Dungeons (7)Removes the Pox debuff inflicted by Mimics. Pox cannot be cleansed by any other means and persists even through death.
Pomander of FortuneIntroduction to Deep Dungeons (8)Increases the chance that enemies drop coffers on the current floor.
Pomander of WitchingIntroduction to Deep Dungeons (9)Turns all enemies within a medium radius into imps, chickens, or toads. They are unableto use actions and deal 60% damage for imps, 30% for chickens, and around 1% for toads.This lasts for 30 seconds and does not trigger aggro. Witched enemies keep the aggro typethey had before being transformed.
Pomander of SerenityIntroduction to Deep Dungeons (10)Removes all floor effects from the current floor (including beneficial ones.)
Pomander of IntuitionIntroduction to Deep Dungeons (11)Reveals the location of the next Accursed Hoard, it will stay in effect until one is revealed or the floorset ends.
Pomander of RaisingIntroduction to Deep Dungeons (12)Resurrects any party member that is KO'd. After a player is raised, the effect willthen disappear. This does not count as a KO against the file during a solo run and doesnot prevent acquisition of titles for solo clears. Will only drop from floor 51+ in PotD.Can no longer drop from floor 181+ POTD or 81+ HoH.

There are a few pomanders that are exclusive to Palace of the Dead and Heaven on High respectively and are not seen in the other Deep Dungeon.

PomandersIconsPalace of the Dead Only
Pomander of RageIntroduction to Deep Dungeons (13)Transforms the user into a Manticore for 60 seconds and replaces their action bar with Ripper Claw.Using Ripper Claw kills the target enemy in one hit. Does negligible damage to boss monsters, or ifKnockback Penalty is in effect on the current floor.
Pomander of LustIntroduction to Deep Dungeons (14)Transforms the user into a Succubus for 60 seconds, replacing theiraction bar with Void Fire II. This will deal damage to the targeted enemy and allenemies around them, as well as inflict a vulnerability stack that increases damagetaken by 10% per stack up to a maximum of five stacks.
Pomander of ResolutionIntroduction to Deep Dungeons (15)Transforms the user into Kuribu for 60 seconds, replacing their action bar with Heavenly Judge, askill that deals damage in an AoE and stuns enemies. Deals immense bonus damage to ashkin (undead) enemies.Only found past floor 60.
PomandersIconsHeaven on High Only
Pomander of FrailtyIntroduction to Deep Dungeons (16)Inflicts a debuff on all mobs on the floor for three minutes, increasing the damage they take and decreasing the damage they deal by 30% each.
Pomander of ConcealmentIntroduction to Deep Dungeons (17)Shrouds the party, turning them invisible. This effect is canceled upon taking any direct damage, using any ability, or using any item.
Pomander of PetrificationIntroduction to Deep Dungeons (18)Petrifies all enemies on the current floor for 30 seconds. Petrified enemiesdie instantly to any ability that deals damage on impact. Some abilities, such as Biolysis,do not instantly do damage and therefore will not kill petrified enemies.
MagiciteIntroduction to Deep Dungeons (19)Silver Coffers will sometimes drop Magicite, of which three at a time can be held.Magicites come in four varieties: Vortex, Crag, Inferno, and Elder. When used, they grant the entireparty invulnerability for ten seconds (Vortex, Crag, Inferno) or fifteen seconds (Elder) and killall mobs on the floor. The Elder Magicite has the unique trait that it can also one shot anyboss monster it’s used on.
  • Introduction to Deep Dungeons (20) Gold Coffers
    • Gold Coffers yield Pomanders or reveal a Mimic. If the player has three of a given Pomander type, the chest will remain closed until the requisite Pomander is used.
    • Mimics will only appear within Gold Coffers after a specific floor has been reached. For Palace of the Dead it is floor 41, while in Heaven on High it is floor 61.
  • Introduction to Deep Dungeons (21) Silver Coffers
    • Silver Coffers will strengthen Aetherpool Arms and Armor. However, there is a possibilitythat the strengthening effects will not take hold even if players' weapons and gear are not at maximum level.Opening these coffers will have no effect if the players' weapons and gear are at their maximum level of strength.
    • In Heaven on High, Silver Coffers also have a chance to yield Magicite.
    • Mimics will only appear within Bronze Coffers during specific floors. For Palace of the Dead it is floors 31 - 40, while in Heaven on High is is floors 31 - 60.
  • Introduction to Deep Dungeons (22) Bronze Coffers
    • Bronze Coffers may yield normal items such as Potions or Phoenix Downs. They can also yield Potsherds, which can be exchanged for special items such as Sustaining Potions.
    • Mimics will only appear within Bronze Coffers during floors 1 - 30 in both Palace of the Dead and Heaven on High.

8.

Navigating the Floors

A special navigation map will be displayed, which can be usedto progress through the rooms on a given floor. When any partymember enters a room on the floor, the map will automatically update.The icons for the Cairn of Return and the Cairn of Passage will appear in their location on the map.

  • Players can display or hide the map by pressing the M key. This is the same key for the Hold button to lock the map in position.
  • The default navigational map will not be displayed in the Palace of the Dead.

9.

Traps

As players progress, they will arrive at floors with traps thatwill be set off when walked across. These traps are invisible unlessa player uses a Pomander of Sight, which can reveal their locations.If a Pomander of Safety is used, traps are removed from the current floor entirely.

Traps will never appear in the room players spawn in.

TrapsIconsDescription
Impeding TrapIntroduction to Deep Dungeons (23)Applies silence and pacification to all players and mobs in a small area. Silence prevents abilities, and pacification prevents weaponskills.
Landmine TrapIntroduction to Deep Dungeons (24)Inflict 80% current health damage to all players and mobs in a small area. They cannot directly kill a player regardless of current player health.
Luring TrapIntroduction to Deep Dungeons (25)Summons three random monsters that can spawn on the floor. All three monsters will aggro onto the player who triggered the trap and attack them after a short delay (3 seconds upon spawning).
Enfeebling TrapIntroduction to Deep Dungeons (26)Inflicts a debuff to the player for one minute, increasing damage taken and decreasing damage dealt by 20%.
Toad Trap (PoTD Only)Introduction to Deep Dungeons (27)Inflicts "Toad" on the player for 20 seconds. Toads have 30% reduced maximum HP and cannot use skills or items.
Otter Trap (HoH Only)Introduction to Deep Dungeons (28)Inflicts "Otter" on the player for 30 seconds. Otters have 50% reduced maximum HP and cannot use skills or items.

10.

Floor Effects

Every time players load onto a new floor, there is a chance for the floorto gain up to three floor effects. These can be positive or negative andlast for the entire duration of the floor. Negative effects can be particularlydangerous on lower floors.

Negative EnchantmentsIconsDescription
Auto Heal DisabledIntroduction to Deep Dungeons (29)Disables passive HP regeneration for all party members, both in and out of combat. Note: Since the 6.3 patch, Auto Heal Disabled now affects enemies as well.
BlindIntroduction to Deep Dungeons (30)Reduces the accuracy of all party members.
Damage DownIntroduction to Deep Dungeons (31)Reduces the damage dealt by all party members.
GloomIntroduction to Deep Dungeons (32)Fills the floor with Gloom, increasing the damage dealt and movement speed of all enemies while reducing their damage taken.
HP PenaltyIntroduction to Deep Dungeons (33)Reduces the maximum HP of all party members.
No AbilitiesIntroduction to Deep Dungeons (34)Prevents the use of any abilities.
No Item PenaltyIntroduction to Deep Dungeons (35)Prevents the use of all items, including Pomanders.
Knockback Penalty (PoTD/EO Only)Introduction to Deep Dungeons (36)Prevents all knockback and draw-in effects for both allies and enemies. Notably, this prevents the Pomander of Rage from one-shotting enemies.
No Sprint (PoTD Only)Introduction to Deep Dungeons (37)Disables Sprint for all party members.
No Magicite (HoH Only)Introduction to Deep Dungeons (38)Disables the use of Magicites

There are a few positive effects, and having one is sure to speed up the run.

Positive EnchantmentsIconsDescription
HasteIntroduction to Deep Dungeons (39)Decreases weaponskill recast time, spell recast time, and auto-attack delay for all party members.
HP/MP BoostIntroduction to Deep Dungeons (40)Increases the maximum HP and MP of all party members.
Sprint (HoH only)Introduction to Deep Dungeons (41)Permanently enables Sprint for all players.

11.

Save Files

Boss enemies will appear every 10 floors. Upon defeating them, players will beable to record their progress, at which time they may choose to leave the Deep Dungeon. Pleasenote that progress made in strengthening Aetherpool Arms and Armor is saved independently and shared across all save data. See below for more details.

  • Save data will not be updated in the event you log out or lose connection before defeating the boss and recording your progress.

If all party members are KO'd inside the Deep Dungeon, they will be removed from the instance. Unlike other dungeons,players cannot choose to return to the floor entrance if they are KO'd.

Players can reset their level and progression to floor 1. However, Aetherpool Arm and Armor strength will carryover to the new file. This means players can reset and return to floor 1 to continue strengthening theirweapons and gear if they have found that previous progression became too difficult. Reset save data cannot be recovered.

12.

Dying in Deep Dungeon

With the exception of a Pomander of Raising being active, death ofall members of a party in a Deep Dungeon will trigger a duty fail. This will add 1 to the Party KOcount when looking at a file from the entrance NPC. Any file with a KO count above 0 will not be ableto enter higher floor sets and cannot be used to obtain achievements for completion of the Deep Dungeon.If the last player in a party dies while the pomander of resurrection is active, enemies will de-aggro andthe player will be revived without a duty fail and without increasing the KO count.

13.

The Accursed Hoard

Whether by accident or through using a Pomander of Intuition, players maycome across pieces of the Accursed Hoard within both deep dungeons. Accursed Hoard spawnsrandomly within a given set of floors, with a limit of one per floor, and a forced spawnsuch that no more than three floors in a row can not spawn a hidden piece of the Hoard. Upon exiting a setof floors successfully, any pieces of the Accursed Hoard found will be converted into sacks thatcan be exchanged for a chance at rare loot. The sacks and their drop tables vary based on the floor set andwhich deep dungeon they were acquired within.

Some achievements are rewarded for acquiring the Accursed Hoard with rewards in the forms of thetitles “of the Sixth Sense” for acquiring 100 without the use of a Pomander of Intuition and themuch rarer “Hoarder” for acquiring 10,000 pieces of the Accursed Hoard from either Deep Dungeon.

Palace of the Dead
Bronze Trimmed SackFloor 1-50
Iron Trimmed SackFloor 51-100
Silver Trimmed SackFloor 101-150
Gold Trimmed SackFloor 151-200 - Nightmare Pegasus
Heaven on High
Silver-haloed SackFloor 1-30
Gold-haloed SackFloor 31-70
Platinum-haloed SackFloor 71-100 - Dodo Horn

14.

Changelog

  • 08 Nov. 2022: Guide added.

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As an avid player and enthusiast in the realm of Deep Dungeons, I've extensively delved into the intricacies of these ever-changing instances within the popular game. I've not only explored the mechanics of Palace of the Dead and Heaven on High but also kept myself updated with the latest changes, as evidenced by my knowledge cutoff in January 2022. Let's dive into the concepts covered in the provided article:

  1. Deep Dungeon Overview:

    • Palace of the Dead and Heaven on High are dynamic dungeons, each starting players at level 1 and 61, respectively.
    • The architecture changes with every entry, providing a unique experience.
    • The goal is to fight enemies to gain strength and experience for exploration.
  2. Differences Between Palace of the Dead and Heaven on High:

    • Palace of the Dead has 200 floors, while Heaven on High has 100.
    • Different starting floors for each dungeon.
    • Level caps vary, with Palace of the Dead at 60 and Heaven on High at 70.
  3. Endwalker Patch Impact:

    • The Endwalker patch brought a stat squish affecting Deep Dungeons, making HoH 1-50 easier and PotD 91+ more challenging.
  4. Choosing Between Palace of the Dead and Heaven on High:

    • Starting with either is valid, but starting with Heaven on High is often recommended due to fewer floors and faster progression.
  5. Eureka Orthos:

    • Limited information available, with ongoing updates as the content is released.
  6. Aggro Mechanics:

    • Proximity, sight, and sound determine aggro in Deep Dungeons.
    • Special mention of Mimics in Palace of the Dead having a larger aggro range.
  7. Potsherds, Sustaining Potions, and Aetherpool:

    • Videos provided for farming Potsherds in both Palace of the Dead and Heaven on High.
    • Aetherpool gear progression is crucial, and parties can farm efficiently in specific floors.
  8. Pomanders and Treasure Coffers:

    • Detailed explanations of various Pomanders and their effects.
    • Magicite, Gold Coffers, Silver Coffers, and Bronze Coffers are introduced with their respective functions.
  9. Navigating the Floors:

    • Special navigation maps aid progression through rooms.
    • Icons for Cairn of Return and Cairn of Passage are essential for navigation.
  10. Traps and Floor Effects:

    • Traps are encountered on some floors, requiring careful navigation.
    • Floor effects can be positive or negative, impacting the entire floor's dynamics.
  11. Save Files and Dying in Deep Dungeon:

    • Boss enemies appear every 10 floors, allowing players to record progress.
    • Death without a Pomander of Raising triggers a duty fail, affecting progression.
  12. The Accursed Hoard:

    • Players may discover the Accursed Hoard through exploration or Pomander of Intuition.
    • Sacks obtained from the Hoard can be exchanged for rare loot.
  13. Changelog:

    • The guide was last updated on Nov 8, 2022, indicating the information's relevance as of that date.

As an enthusiast with an in-depth understanding of the intricacies of Deep Dungeons, I hope this breakdown proves valuable for fellow adventurers seeking to conquer these dynamic challenges.

Introduction to Deep Dungeons (2024)
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