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.
Reward Categories
Rewards generally fall into four buckets; which one dominates decides whether an instance is worth repeating.
| Category | Feeds | Status |
|---|---|---|
| Gear | Direct power progression | Confirmed role; exact items unconfirmed |
| Crafting materials | Gear crafting & upgrades | Confirmed role; exact mats unconfirmed |
| Currency | Vendor / exchange systems | Confirmed role; rates unconfirmed |
| Cosmetics & pets | Collection | Confirmed role; exact items unconfirmed |
Rewards by Format
Community wiki (fextralife) reports the following per-instance reward structure. Treat all numbers as unverified:
| Instance | Entry / lockout (community) | Reported rewards |
|---|---|---|
| Daily Dungeon | Level 30 · 14 entries/week per server · resets Wed | Materials: Enhance Stones 3,000–10,000 by Final Score |
| Ascension Trial | Level 45 · 1,000–2,500 (by difficulty) · 3/week · resets Wed | Enhance Stones, Amplify Stone Fragments; Growth Pet Chests, Ascension Binding Chests |
| Expedition / Transcendence | 5-player | Gear, unbound Kina, Arcana cards (Transcendence) |
| Sealed Dungeons | solo, no level gate | Wisdom Stones (Skill Points) |
| Nightmare | solo, level 45 | Phantasmal Fragments → Nightmare Trade Shop |
| Sanctuary | 10-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
| Section | Status |
|---|---|
| Reward categories | Confirmed (role); exact items unconfirmed |
| Per-instance numbers | Unconfirmed — community wiki (fextralife) |
| Repeat priorities | Logical 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.
Still can’t find what you need?
Browse all guides, or return to the wiki overview to search by topic.