Daily Dungeons Are The Gear Pipeline
Daily Dungeons are the primary source of Gear and Gear Shards. You get 2 free runs per day, plus two F2P-accessible Dawnium refreshes at 100 and 150 Dawnium. Additional refresh slots beyond run 4 unlock through monthly card and pack tiers. Unused runs bank up to a cap of 6, so you can skip slow days and burst on a target day.
TL;DR
- Ranking is based on how far you reach, not which nodes you pick. Route to the boss, not to "safe" nodes.
- F2P / light spender ladder: 2/2/2/2 across the four material dungeons.
- Mid spender ladder: 4/2/4/4 (the 2 sits on whichever material your class needs least).
- $1,000/mo: 6/6/6/6. $3,000/mo: 8/8/8/8. $5,000/mo or chasing season title: 10/10/10/10.
- Runs bank up to 6. F2P bank-and-burst: skip 4 attempts across slower days, then buy 2 paid refreshes on a burst day.
- Dismantle old dungeon shards the moment the replacement dungeon unlocks. They lose their sell value and become dismantle-only after that.
Daily Dungeons split into two tracks: the main Gear dungeon (drops the gear piece itself plus shards toward star-ups) and four material dungeons (Raw Ore, Chrono Sand, Rolla feed, and the per-class consumable). Refresh strategy differs between the two. This guide covers both.
The Routing Rule
Inside each dungeon you navigate a small node graph: combat rooms, buffs, healing fountains, and one boss room at the end. Players new to the genre tend to cherry-pick "safer" nodes (heal rooms, smaller mob packs) thinking it conserves HP for the boss.
That ranking model is not how this game scores you. Dungeon ranking is calculated on how far you reach, not which nodes you cleared along the way. Routing to the boss directly, even through a harder combat room, scores higher than playing it safe and finishing one room shy of the boss.
Practical rule. Pick the shortest path to the boss room every time. Take damage along the way as long as you survive to the boss. If you cannot survive the boss with your current loadout, swap to a tankier loadout from your seven loadout slots before entering the dungeon. Routing harder does not fix an undergeared character.
The Dawnium Refresh Math
Two free runs per day. Two F2P-accessible paid refreshes. The paid pricing is not flat.
F2P-accessible cap. 250 Dawnium per dungeon to hit run 4. Across the gear dungeon plus the four material dungeons, the F2P upper bound is 1,250 Dawnium per day. That is the spending budget you size the F2P/mid refresh ladder against. Higher tiers (6/8/10 runs) require monthly card or Month Fund subscriptions on top.
Material Dungeon Refresh Ladder
Four material dungeons run on the same schedule, with the same refresh prices. The order is gated by which one your current class actually needs. Five tiers by monthly spend:
How to read the ladder. The numbers are total runs per material dungeon per day. F2P and light spend share the same ladder because the F2P refreshes still cost Dawnium you usually need elsewhere. Mid spender is the first tier where it makes sense to actually pull the trigger on the two paid F2P refreshes plus the one extra slot whatever monthly card you hold gives you.
Run Banking
Unused dungeon attempts bank instead of vanishing. The bank cap is 6 runs. This changes the F2P play pattern.
- F2P bank-and-burst. Skip your free runs on slower days, let attempts bank, then spend them in one session on a target day. The clean pattern is "save 4, buy 2 next day" — skip 4 free attempts over a couple of slower days, then buy 2 paid refreshes on a burst day for a heavier session.
- Watch the cap. The bank holds 6. Once full, additional unused attempts are permanently lost. Burn before you hit the ceiling.
- Useful for class swaps. If you know a swap is incoming and you will need to switch which material dungeon you prioritise, banking lets you redirect attempts to the right dungeon for the post-swap class.
The Gear Dungeon Is Different
The gear dungeon drops actual equipment plus Gear Shards. Refresh priority on this dungeon is higher than on the material dungeons because:
- Gear is the slowest-replenishing resource. Materials regenerate. Gear pieces do not.
- Gear Shards feed star-ups directly. The marginal value of a fourth gear-dungeon run is higher than a fourth material-dungeon run, because shards have no alternate source.
- Class-specific gear sets matter. If the active dungeon rotation is dropping pieces in your class's gear set, prioritise its refresh window even if your daily Dawnium budget is short.
F2P prioritisation. If you can only afford one paid refresh per day across all dungeons, spend it on the gear dungeon, not on material runs.
Old Dungeon Shards: Dismantle, Do Not Sit
Each new dungeon that unlocks replaces the previous one's loot pool. The shard economy works on a hard cutover.
- Before the next dungeon unlocks. Old shards can be sold on the Guild Market for Dawnium. Decent return.
- After the next dungeon unlocks. Old shards lose their Guild Market listing. They become dismantle-only for a small material refund.
Trigger to act on. When you see the new dungeon's notification appear in your daily mission list, sell any old shards you still hold within 24 hours. Otherwise the dismantle path is the only option left and the conversion rate is meaningfully worse.
Mistakes To Avoid
- Do not let the run bank overflow. Bank cap is 6. Once you are at 6 banked attempts, any further unused attempts are permanently lost. Burn or refresh before the ceiling.
- Do not "save" Dawnium refresh slots for tomorrow. The Dawnium itself banks. The per-day refresh slot does not. Refreshes are gated by day, runs are gated by the 6-cap bank.
- Do not route safe. The ranking is on reach, not on completionist node-clearing. Routing safe costs you ranking shards.
- Do not sit on old dungeon shards past the new dungeon's launch. See above.
- Do not pay Dawnium to refresh material dungeons before the gear dungeon is capped. Gear pieces and shards are the higher-value drop class.
- Do not chase the 8/8/8/8 or 10/10/10/10 ladder unless you are also chasing a season title. Diminishing returns kick in hard above 6 runs. Mid spender (4/2/4/4) clears every realistic gear goal short of leaderboard.