Dungeon Loot & Rewards
DungeonsUnconfirmed

Dungeon Loot & Rewards

Instance rewards feed gear progression, crafting and currency. This guide sorts reward categories and which instances are worth repeating — with hard numbers flagged as unverified until recorded from live runs.

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Reward Categories

Rewards generally fall into four buckets; which one dominates decides whether an instance is worth repeating.

CategoryFeedsStatus
GearDirect power progressionConfirmed role; exact items unconfirmed
Crafting materialsGear crafting & upgradesConfirmed role; exact mats unconfirmed
CurrencyVendor / exchange systemsConfirmed role; rates unconfirmed
Cosmetics & petsCollectionConfirmed role; exact items unconfirmed

Rewards by Format

Community wiki (fextralife) reports the following per-instance reward structure. Treat all numbers as unverified:

InstanceEntry / lockout (community)Reported rewards
Daily DungeonLevel 30 · 14 entries/week per server · resets WedMaterials: Enhance Stones 3,000–10,000 by Final Score
Ascension TrialLevel 45 · 1,000–2,500 (by difficulty) · 3/week · resets WedEnhance Stones, Amplify Stone Fragments; Growth Pet Chests, Ascension Binding Chests
Expedition / Transcendence5-playerGear, unbound Kina, Arcana cards (Transcendence)
Sealed Dungeonssolo, no level gateWisdom Stones (Skill Points)
Nightmaresolo, level 45Phantasmal Fragments → Nightmare Trade Shop
Sanctuary10-player (removed at launch)Top-tier gear & Arcana (community)

Every figure in this table is community-reported (fextralife wiki) and pending in-game verification. We publish drop rates only after recording them from actual runs.

Repeat Value

General rule of thumb while numbers are unverified:

  • Daily Dungeon — run on cooldown for steady materials/Kina; cheap time investment.
  • Sealed Dungeons — clear for Wisdom Stones (Skill Points) as you explore; no hard gate.
  • Nightmare — your solo endgame climb; spend attempts daily.
  • Ascension Trial — weekly cap, high-value materials; prioritize when capped.
  • Expedition — your gear source; run with a group on reset.

Priorities above are logical, not measured. Re-rank once live drop rates are recorded.

How Loot Feeds the Economy

Rewards feed a player-driven economy: NC designed player trading around in-game currency (Kina) rather than premium currency. Dungeons give gear/materials, gathering feeds crafting, and the Marketplace lets players convert valuable drops into Kina. So 'what to repeat' is also an economic question.

Data Status

SectionStatus
Reward categoriesConfirmed (role); exact items unconfirmed
Per-instance numbersUnconfirmed — community wiki (fextralife)
Repeat prioritiesLogical guidance; pending live data

We publish drop rates and lockouts only after recording them from actual runs — not from datamined or reported figures.

Last updated: 2026-10-12.

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