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# Dungeons

The **Dungeon tab** is a combat-based roguelike feature: you enter a dungeon, fight wave after wave, and collect gear, shards and Mebuli fragments.

## Roguelike runs

- **No energy cost.**
- **One run per dungeon and day.** The prestige node *Second Attempt* raises that to two.
- **Attrition (HP carries over):** There is **no healing** between waves, wounded Mebulis start the next wave with their remaining health. Fallen Mebulis stay **out** for the rest of the run.
- **Team wipe = run over.** Rewards already earned are kept.
- **Retreat:** Between two waves you can end the run and keep everything collected so far.
- **When a run counts:** As soon as you clear the first wave, your daily run is used up, even if you retreat afterwards.
- **No rerolls:** A run is rolled once per day and grade. If you abort and start again, you get the same run. It only rerolls the next day.

## The dungeons

| Dungeon | Element | From chapter | Waves | Fragment Mebuli |
|---------|---------|---|-------|---|
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/loc_ember_caverns.webp" alt="Ember Caverns"> **Ember Caverns** | Fire / Bone | 2 | 5 | Moltoyeti |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/loc_verdant_hollow.webp" alt="Verdant Hollow"> **Verdant Hollow** | Nature / Earth | 3 | 5 | Webbo |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/loc_storm_spire.webp" alt="Storm Spire"> **Storm Spire** | Electric / Flying | 4 | 6 | Voltawhirl |
| <img class="ic" src="https://mebulalegends.bitmeup.com/wiki/icons/loc_frost_crypt.webp" alt="Frost Crypt"> **Frost Crypt** | Ice / Water | 5 | 6 | Crustello |

The last wave of a dungeon is always the **boss**.

The "Endless" section of the Dungeon tab also holds the [Endless Tower](https://mebulalegends.bitmeup.com/wiki/en/guide/tower/), a separate climbing mode with no daily limit.

## Grades

All four dungeons have **three difficulty grades**. A grade is the same place with the same enemies, waves and artwork. Its inhabitants have simply grown stronger.

| Grade | Epithet | Enemy stats | Gear shards | Mebuli dust and fragments | Gear rarity |
|---|---|---|---|---|---|
| I |  | × 1 | × 1 | × 1 | normal |
| II | **Tempered** | × 2 | × 2.2 | × 2.2 | +2 steps on the wave scale |
| III | **Merciless** | × 4 | × 4.5 | × 2.2 | +4 steps on the wave scale |

::: warning Grade II is more than twice as hard
The factor hits attack, defence **and** health at the same time. Your team needs twice the punch while lasting half as long.
:::

A grade unlocks once you have fully cleared the previous one.

## Rewards

Each cleared wave grants **shards**, **Mebuli dust** and a chance at **gear**, deeper means higher rarity, but **rare at most**. On a **full clear** you additionally get guaranteed gear, **Mebuli fragments** and **upgrade fragments**: the four regular dungeons give 0 or 1 per dungeon and day, on any grade; special dungeons give 1.

From grade II the guaranteed piece from a full clear can be epic or legendary:

| Grade | Epic | Legendary |
|---|---|---|
| I | – | – |
| II | 5 % | – |
| III | 6 % | 2 % |

Special dungeons do not give this chance.

::: tip Prism seals from dungeon grades
Every completed grade in each of the four dungeons gives **1 prism seal**, **12** in total for the [prestige tree](https://mebulalegends.bitmeup.com/wiki/en/guide/prestige/).
:::

Every cleared wave is also worth **8 [player XP](https://mebulalegends.bitmeup.com/wiki/en/guide/player-level/)**.

## Combat as usual

Each wave uses the normal battle arena including auto/manual, rows (front/back) and ultimates.

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## What became of the expeditions

The old **timer expeditions** with the short / medium / long tiers are gone. The [**quests**](https://mebulalegends.bitmeup.com/wiki/en/guide/quests/) took their place: short assignments with varying rewards instead of pure gold.
