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Deep dungeons in Final Fantasy XIV are roguelike multi-floor duties with their own leveling systems and items. They can be played either solo or in a party.

Gameplay[]

Entering and Matchmaking[]

Deep dungeons are entered by speaking with an NPC specific to each dungeon and make use of a save file system to record progress through the instances that comprise them. Players can choose to tackle the dungeons in either a fixed or matched party, with their choice for that run affecting what they can do. When commencing a new save, players must always use the same job/class they began the save on when picking up from where they chose to rest.

A fixed party can range between 1 - 4 players, and must be pre-formed by players prior to entering the dungeon. Players in a fixed party must have uniform save data. Moreover, this save data can only be used with the party members and party composition chosen when first entering the dungeon. Fixed parties can also be dissolved, converting the run to a matched party run. Fixed parties that progress onto the challenge floors and then subsequently either dissolve the party or experience a full party wipe will be unable to progress further and will need to reset their save.

Matched parties always consist of 4 players, and the system will only group players with the same progress through the dungeon on their currently selected save file. Furthermore, aetherpool weapons and gear strength must be above the requisite for the given floor. Players can join a party in progress by first checking the "Join Party in Progress" box in the Duty Finder menu, and then speaking with the deep dungeon NPC. Matched parties are also unable to progress past the last of the story floors of the dungeon, and will end their run once they hit that point.

Deep dungeons contain "story floors" and "challenge floors". Players will always commence on the story floors, but will be given the option of commencing a fresh run from a point deeper in the dungeon after they reach it for the first time, or clear the story of the dungeon. If a fixed party clears all the story floors (from either the beginning or the checkpoint) without experiencing a full party wipe, they will be allowed to progress into the "challenge floors", which feature stronger enemies and more in-depth mechanics.

Progression[]

Deep dungeons employ a unique progression system, where each dungeon is divided into sets of 10 floors that act as single instances. Each instance ends in an encounter with a boss on the 10th floor, with the exception of the final instance in a dungeon. Each floor in an instance is randomly generated (except for boss floors and the last floor) and contains a point of Passage (names dependant on the dungeon). This object is activated once players have defeated enough enemies on the floor and allows progress onto the next. After clearing a set of 10 floors, players are given a chance to rest before continuing onwards into the next set of 10 floors.

Resurrection[]

When KO'd in a deep dungeon, players do not have the option to return to the start of the duty and instead must be manually revived. In addition to resurrection items and actions, players can use a point of Return (name dependant on dungeon) to raise all KO'd players. These beacons, like the point of Passage, have three phases of activation and can only be used when fully activated. The beacon will be inactive when arriving at a new floor. Players must defeat the enemies that appear on the floor before the beacon can be fully activated. As the phases progress, the color of the beacon's map icon will change, and the beacon itself will glow when it becomes fully activated. If all players in a party are KO'd the duty is considered failed and the party is ejected.

Traps and Floor Effects[]

As players progress, they will arrive at floors with traps that will be set off when walked across. These traps are invisible unless a player has a special item which can reveal their locations. In addition to traps, some floors have effects which may benefit or provide some challenge to the player's ability to progress.

Levelling[]

Commencing a fresh save will start players at the beginning of the dungeon at the lowest required level for entry. Through the dungeon floors, players will gain experience from felling enemies at an accelerated pace compared to outside the dungeon, unlocking traits, abilities and skills until they hit the dungeon's level cap.

Aetherpool Gear[]

Aside from levelling up, the other form of progression within deep dungeons is aetherpool gear and arms. The status boosts of equipped gear on a player will not be applied within the dungeon, and instead they must strengthen their aetherpool through various means including finding silver chests and beating bosses. Both arms and gear will sync depending on the floor the player is on, and will cap at +99 each. After beating the story related quests for a dungeon, players will be able to convert their aetherpool into tokens, which can subsequently be used to trade for weapons. Unlike levels, Aetherpool is preserved between runs and saves.

Items[]

Each dungeon contains items that provide special benefits to the party by granting buffs, removng debuffs or changing conditions on the current or a future floor. These items are added to a deep dungeon specific inventory linked to the current save file but carry over between each set of 10 floors only if the player is in a fixed party.

Accursed Hoard[]

During exploration, players may stumble onto pieces of the Accursed Hoard, special hidden chests that appear after standing within the chest's hitbox. Completing a set of floors after opening such a chest will reward each party member with tiered reward bags that when opened via NPC provide a number of miscellaneous items including materia and unqiue mounts. Accursed Hoard locations can be revealed with Intuition items.

Instances[]

  • Palace of the Dead (Level 1-60): is a 200 floor dungeon that was released across two patches for Heavensward. The first 50 floors were released in Patch 3.35, and it concludes the story-arc of Edda. Additional 150 floors (dubbed as Hellsward floors) were added later in Patch 3.45. These additional floors were made for players who seek an extra challenge. Floors 101-200 are only accessible to fixed parties that made it to floor 100 without a single KO.
  • Heaven-on-High (Level 61-70): is a 100-floor dungeon that was released in Patch 4.35 for Stormblood. The first 30 floors tells the story of an empyrean slender tower that seemingly pierces heavens. Floors 31-100 (dubbed as Apex floors) are only accessible to fixed parties that made it to floor 30 without a single KO.
  • Eureka Orthos (Level 81-90): is a 100-floor dungeon scheduled to be released in 6.35 for Endwalker.

See also[]

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