Every Dungeon Type
There are 5 types of Dungeons in Absolvement. Dungeons that players load into are random.
Dungeon Name | Visual |
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Cellar | ![]() |
Steampunk | ![]() |
Holy | ![]() |
Demonic | ![]() |
Hellscape | ![]() |
How to Start a Dungeon
When players select which of their characters to play as, they will spawn into the world of Absolvement. In front of the spawn point, there will be an NPC called Zephyranthe who’s dialogue explains how to start a Dungeon.
Zephyranthe

To start a Dungeon, players will need to click on the globe icon on the top left of the screen and create a party or join an existing public one. The maximum number of players for one party is 5, but the Dungeons can be done solo as well.

How to Progress Through a Dungeon
When players enter a Dungeon, they will spawn in an empty room with 1 or 2 doors. The players will need to click Start Layer button at the top of the screen for the timer to start.
Utilizing the mini map is essential to better navigate the different levels in a Dungeon. By clicking [M], the player can expand the mini map and see the entire layer.
There are 2 types of indicators on the mini map to help the player. A brown square on the mini map indicates that a door to a new room is there, while the red square indicates a level change with a ladder or stairs.

Every Dungeon has lots of different rooms which can lead to one another or be filled with enemies. When the player defeats a certain number of enemies, they will be granted a Potential Orb.
Potential Orbs can be seen both on the mini map and through walls.
Potential Orb | Potential Orb through wall |
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![]() | ![]() |
When the player interacts with these orbs, they will be given a choice between 3 random Potentials.

To finish a Dungeon run, players will need to defeat the Boss of that Dungeon. The Boss is located behind a glowing door covered in fog.
After defeating the Boss the players will get a choice to continue to the next Dungeon, which will raise the difficulty of the Dungeon, or to leave.
Dungeon Rewards
During the Dungeon runs, the players can get various rewards through Potential orbs, including new weapons and spells.
There is a chance of a Chest spawning instead of the Potential Orbs. Chests can drop a random mix of consumables.
The consumables can vary from fruits that will give the player HP recovery and such, or elixirs. Elixirs have different rarities and can give players HP boosts, Movement speed boosts, or even boost the damage of an element in the case of Elemental elixir.


Dungeon Events
After clearing a room, there is a 20% chance that a Portal will spawn and trigger a Dungeon Event.
Each Portal will be a different color, and the Events can be anything from clearing permanent de-buffs to Shops.
List of Dungeon Events:
- Blacksmith
- Bunker Shop Room
- Tree Merchant
- Triple Shop Room
- Mirror Relm
- Umbral Machinery
- Simon Says (Chromatic Alter)
- Abyssal Cavern
- Fools Trial
- Fountain of Reflection
- Holy Sanctuary
- Underwater Altar
- Obelisk of Desire
- Fishing
Dungeon Afixes
Dungeon Afixes are modifiers that will impact the Dungeon with different de-buffs towards the player, or buffs towards the enemies.
Affixes start appearing more often with higher difficulty. There can be multiple affixes in a single dungeon run.
All Dungeon Afixes:
Dungeon Afixes | De-Buff or Enemy Buff |
---|---|
Echo of Stones | Enemies deal 5% more Fire Damage and Earth Damage. |
Echo of Death | Enemies deal 5% more Shadow Damage and Disease Damage. |
Echo of Life | Enemies deal 5% Holy Damage and Nature Damage. |
Echo of Force | Enemies deal 5% more Physical Damage and Wind Damage. |
Echo of Storm | Enemies deal 5% more Lighting Damage, Ice, and Water Damage. |
Glimmer of Blood | Enemies have 5% more Maximum Health. |
Glimmer of Armaments | Enemies take 5% less Total Damage. |
Leech | Enemies attacks heal themselves. |
Combustion | Enemies will EXPLODE when they die, dealing Fire Damage. |
Corrosive | Slain enemies will now leave acid puddles, dealing 2% Health every second you’re in a puddle. |
Conductive | Enemies now Spark on every hit, dealing 7% Additional Lighting Damage to yourself and nearby allies. |
Perceptive | All PLAYER detection reductions are now ignored |
Observant | All enemies’ detection rates are now drastically increased |