The Underworks, beneath New Estalon
In the game · Mythria 0.1.15

Ghouls pick over the walkways. The drowned who worked the sluices still carry their shovels and hoes, smugglers keep a cache down here, and drowned sentries and bowmen hold the way to the cistern. Twelve areas run from the Intake Hall and the Confluence to the Pumpworks and the Grand Cistern, with 44 foes between you and the ladder home. The way in is a portal on the north side of New Estalon’s square, facing its fountain: right-click it to step through.
- Levels
- 14 to 18
- Party
- Five, players and companions
- Gates
- Nine, opened by seven keys
- Elites
- Six, each with a key
- Boss
- The Siltwarden
Six elites hold the keys
Every gate in the Underworks starts locked, and each of its six elites carries the key to the next one. Killing the elite is half the job: loot the key from its body, then right-click the gate. The key goes on the run’s keyring, so anyone down there can open that gate, and once it is open it stays open.
- The Western Walk: the Sluice Keeper, a drowned revenant, carries the Basin Key.
- The Settling Basin: the Basin Keeper, a wight, carries the Cache Key.
- The Smugglers’ Cache: the Smuggler Captain carries the Culvert Key.
- The Collapsed Culvert: the Culvert Brute, a butcher’s hulk that charges down the hall, carries the Pumpworks Key.
- The Pumpworks: the Pump Overseer, a ghoul that heals itself and its kin unless you interrupt it, carries the Overflow Key.
- The Cistern Approach: the Cistern Guardian, a grave knight, carries the Cistern Key.
- The Grand Cistern: the Siltwarden, the boss, carries the Exit Key.
The Basin and Pumpworks keys also open two return gates: shortcuts back to the Confluence, the hub of the dungeon.
A run lasts until the Underworks has stood empty for a quarter of an hour. If your party wipes, there is time to rise and come back down to your keys and open gates. Leave it empty longer and the foes return, the gates lock and the keys leave everyone’s bags.
The Siltwarden
The boss waits in the Grand Cistern: an undead hulk grown huge on the cistern’s silt, swinging a censer. Watch for three moves.
- Silt Slam: it raises the censer and brings it down on a marked cone in front of it. Step out of the cone.
- Silt Discharge: it gathers the cistern’s filth to burst over the floor around it. Interrupt the cast, or get clear of the circle.
- Silt Spill: from half its health, silt spills from the vault where its foes stand, and burns. Leave the marked circle before it lands.
Beat it, loot the Exit Key, and the maintenance ladder takes you back up to the city.
Bring a party of five
A party holds five, players and companions together, and the Underworks is built for a full one. Go down with four friends, with four of your companions, or with any mix of the two. Companions come through the dungeon portals with you, in and out.
Choose each companion’s path on their Talents page and they fight by it: on a tank’s path they hold the foes, on a healer’s path they keep the party alive, and on a damage dealer’s path they bring the foes down. Packs fight together, so pulling one foe of a group brings the rest of it too. Let your tank pull first.
The companion guide covers hiring, equipping and commanding them.
Five more dungeons, planned
None of these is in the game yet. They are designs, shown in concept art, and their names, levels and bosses can change.
-

Concept art Planned · Level 18
The Cindervein Delve
Inside Iron Ridge Mine: one long descent through timber-braced workings and goblin furnaces, ending at the crucible of Krag, the Iron Ridge Warboss.
-

Concept art Planned · Level 25
The Silkgrave
In the Web Maw: a web bridge over a deep fissure, the brood nursery beyond it, and the queen’s nest at the end.
-

Concept art Planned · Level 30
The Hollow Crown
In the ruins of Old Estalon: a fight along the ruined royal street, through a broken chapel and into the shattered crown hall.
-

Concept art Planned · Level 30
The Ossuary of Last Rites
On the Isle of Eshara: two floors of bone archives and crypts lit by soul fire, where Arch-Lich Morvane is working a final rite.
-

Concept art Planned · Level 30
Bloodvault: Court of the Crimson Veil
On the Isle of Eshara: a moonlit vampire estate with a blood supply to cut off, and Countess Seravelle waiting beyond its mirrored galleries.
Does Mythria have dungeons?
Yes. The Underworks, beneath New Estalon, is in the game for a party of five at levels 14 to 18. Five more dungeons are planned: the Cindervein Delve, the Silkgrave, the Hollow Crown, the Ossuary of Last Rites and Bloodvault.
Can I run a dungeon with companions instead of other players?
Yes. A party of five can be any mix of players and companions, and your companions come through the dungeon portals with you. Bring four companions, four friends, or some of each.
When will the planned dungeons arrive?
No dates have been announced. Until a dungeon reaches the game, its design can change.
Read more about classes and builds, gathering and crafting, and closed-alpha access.
