Dungeons
Vampires vs. Werewolves has 20 dungeons spanning level 1 to 96. Each dungeon has Normal and Hard difficulty, and high-level dungeons (D6–D20) include Heroic and Mythic modes with scaling affixes and a leaderboard. D1–D10 are the original 4–12h-cooldown dungeon roster (level 1–80). D11–D14 are endgame instances (level 80–96, 12h cooldown) built around the Rift, Cinder Deep, Leviathan's Trench, and Astral Conclave storylines. D15–D20 are the Subclass Mastery Trials (level 48–58, 8h cooldown) — one dungeon per subclass (Blood Mage, Shadow Assassin, Dark Knight, Moon Warrior, Pack Shaman, Berserker), each themed around that subclass's own trial. Dungeons reset every 4–12 hours depending on tier.
An ancient graveyard catacomb filled with restless undead. The Grave Keeper has held dominion here for centuries.
A sprawling cave network that serves as lair for a powerful wolf pack. The Alpha Dire Wolf awaits in the deepest chamber.
A dark castle quarter soaked in centuries of blood ritual. The Elder Blood Priest rules over his thralls with an iron fist.
A twisted maze deep within the Forbidden Swamp. Poisonous gases and mutated creatures haunt every corridor. The Ancient Bog lurks at its heart.
The treacherous peaks of the Shadow Mountains. Stone giants and wyverns patrol the narrow passes. The Stone Dragon awaits at the summit.
A fortress built in the Demon's Crossing by the Hell Lord's vanguard. Hellfire scorches every wall. Survive the hordes to reach the Demon Knight Prime.
An ancient citadel encased in eternal ice deep in the Frozen North. Frost giants and ice golems serve the Frost Dragon enthroned within.
The crumbling palace of the first Vampire Primarch — ancient blood magic saturates the walls. Crawling with vampire lords and crimson abominations loyal to their fallen master.
A sacred hunting ground deep in the Moonlit Wilds — once a gathering place for ancient wolf spirits. Now corrupted by chaos energy, it teems with feral berserkers and storm alphas.
The site where the Blood Moon Crystal shattered 1000 years ago — chaos and void energy tear at reality itself. The final and most dangerous of the original ten dungeons, home to the Blood Moon Entity — though D11–D14 above now push further into even higher-level endgame territory.
Endgame Instances (D11–D14, Level 80–96)
Four instanced dungeons built around the endgame Rift/Cinder Deep/Leviathan/Astral Conclave storylines. All four run on a 12-hour cooldown and support Normal/Hard/Heroic/Mythic difficulty.
A pocket sanctum splintered off from the Rift Beyond itself, drifting just outside Demon's Crossing. Warden Ysolde and Archivist Thessaly believe sealing it will slow whatever is still leaking through.
A sealed vault beneath the Cinder Deep, older than the tunnels Forgemaster Hadrian forges in. Refugee Scout Bram marked its door on his way out and refused to go back for a second look.
A crushing-depth trench off the Cursed Sea where Leviathan of the Deep has never been the only thing swimming in the dark. Something older waits below its usual hunting grounds.
A hidden inner chamber of the Astral Conclave Spire, phased slightly out of reality — the reclusive mages who study it from just outside no longer answer when called.
Subclass Mastery Trials (D15–D20, Level 48–58)
Six mid-game trial dungeons, one per subclass — each built around that subclass's own test. Shorter 8-hour cooldown than the endgame instances above.
A hidden sanctum where Blood Mages test initiates by making them survive a chamber that feeds on their own blood magic.
A trial the Shadow Assassins built for their own — halls where sound itself is stolen the moment you enter.
A fortress the Dark Knights raised in eternal night, its gates opening only to those who prove they can carry the dark without breaking.
A ring of standing stones where Moon Warriors have tested their pack-bond under the full moon's light for generations.
A sacred grove of ancestor-totems where Pack Shamans commune with spirits older than the first werewolf pack.
A brutal fighting pit where Berserkers earn their rage — no magic tricks, no puzzles that matter more than your fists, just the pit and whatever's still standing in it.
Difficulty Comparison
All dungeons have Normal and Hard modes. Dungeons D6–D20 also have Heroic and Mythic modes which scale with affixes and track weekly leaderboards.
| Dungeon | Level | Normal | Hard | Mythic+ |
|---|---|---|---|---|
| D1 — Crypt of Shadows | Lv 1–15 | 1.5x XP / 1.0x Loot | 2.0x XP / 2.0x Loot | — |
| D2 — Werewolf's Den | Lv 10–25 | 1.5x XP / 1.0x Loot | 2.0x XP / 2.0x Loot | — |
| D3 — Vampire's Lair | Lv 15–30 | 1.5x XP / 1.0x Loot | 2.0x XP / 2.0x Loot | — |
| D4 — Swamp Labyrinth | Lv 20–35 | 1.5x XP / 1.0x Loot | 2.2x XP / 2.2x Loot | — |
| D5 — Shadow Mountain Peak | Lv 30–45 | 1.5x XP / 1.0x Loot | 2.5x XP / 2.5x Loot | — |
| D6 — Demonic Stronghold | Lv 35–55 | 1.8x XP / 1.0x Loot | 2.8x XP / 2.8x Loot | — |
| D7 — Frozen Citadel | Lv 40–60 | 2.0x XP / 1.0x Loot | 3.0x XP / 3.0x Loot | — |
| D8 — Ancient Vampire Palace | Lv 50–65 | 2.2x XP / 1.0x Loot | 3.5x XP / 3.0x Loot | — |
| D9 — Primal Wolf Sanctuary | Lv 55–70 | 2.4x XP / 1.0x Loot | 3.8x XP / 3.0x Loot | — |
| D10 — Blood Moon Temple | Lv 65–80 | 2.8x XP / 1.0x Loot | 4.5x XP / 4.0x Loot | — |
| D11 — The Fractured Sanctum | Lv 80–92 | 3.0x XP / 1.0x Loot | 4.8x XP / 4.2x Loot | — |
| D12 — The Cindersoul Vault | Lv 82–94 | 3.1x XP / 1.0x Loot | 4.9x XP / 4.3x Loot | — |
| D13 — The Leviathan's Trench | Lv 84–94 | 3.0x XP / 1.0x Loot | 4.8x XP / 4.2x Loot | — |
| D14 — The Astral Conclave | Lv 86–96 | 3.1x XP / 1.0x Loot | 4.9x XP / 4.3x Loot | — |
| D15 — The Crimson Sanctum | Lv 48–58 | 2.0x XP / 1.0x Loot | 3.2x XP / 3.0x Loot | — |
| D16 — The Silent Halls | Lv 48–58 | 2.0x XP / 1.0x Loot | 3.2x XP / 3.0x Loot | — |
| D17 — The Obsidian Bastion | Lv 48–58 | 2.0x XP / 1.0x Loot | 3.2x XP / 3.0x Loot | — |
| D18 — The Lunar Shrine | Lv 48–58 | 2.0x XP / 1.0x Loot | 3.2x XP / 3.0x Loot | — |
| D19 — The Spirit Grove | Lv 48–58 | 2.0x XP / 1.0x Loot | 3.2x XP / 3.0x Loot | — |
| D20 — The Blood Pit | Lv 48–58 | 2.0x XP / 1.0x Loot | 3.2x XP / 3.0x Loot | — |
Dungeon Tips
- Always enter with full HP — use HP Potions before the dungeon starts
- Save skills for boss rooms — standard mobs can be cleared with basic attacks
- Hard mode increases loot quality significantly — worth attempting once you meet the minimum stats
- Daily Dungeon Quest rewards bonus gold and a guaranteed item drop — always accept it before entering
- D10 (Blood Moon Temple) requires Level 65+ and Mythic+ is only viable at Level 75+
- D11–D14 are endgame instances (Level 80–96, 12h cooldown) tied to the Rift, Cinder Deep, Leviathan, and Astral Conclave storylines — their bosses hit harder than D10's
- D15–D20 are the Subclass Mastery Trials (Level 48–58, 8h cooldown) — pick the trial matching your subclass (Blood Mage, Shadow Assassin, Dark Knight, Moon Warrior, Pack Shaman, or Berserker) for subclass-flavored loot