Adventures (Patch 210 to 241)

Adventures are dungeons that can be entered by the player from the Adventure Pass. The layout for each adventure is randomly generated and range in difficulty from 1 to 7 swords or Common to Transcendent. Each adventure has its own theme and climate associated with it which is usually indicative of the Skills that will be put to use within.

## Themes

Indoor adventures are not affected by the time of day, while outdoor adventures are affected by the time of day, requiring a source of light (Lumenlight Lantern/Torch) to see well at night.

*Indoor adventures*: Talmuth Catacombs (C), Jhorth Grotto (C), Arcane Pits (U), Harnvas Caves (R), Visum Vaults (E), Arkhire Mines (L), Olkepth Caverns (M), and Mount Olkepth (T).

*Outdoor adventures*: Ash Woods (C), Solt Beach (C), Okhir Jungle (U), The Grey Swamps (U), Trayl Woods (R), Isle of Arl'Endith (R), Mellith Forest (L), Isle of Irim (L), Mulfiddich Moors (L), Bron Woodlands (M), Evanbrook Plains (M), Odenspire Sands (M), Shoraway Coast (T), Thorberth Necropolis (T), and Zenarthiil Wasteland (T).

## Rarity Restrictions

Every adventure has rarity restrictions associated with it. The restrictions correspond to the difficulty of the adventure or below. For example: 1-sword or common adventures are restricted to common gear, 2-sword or uncommon adventures are restricted to uncommon gear or below, and so forth. This restricts the use of melee weapons, bows, relics, armor, and tools, *not* the use of pets, morphs, or outfits. If a player is carrying any items that are above the rarity restrictions, the player will be unable to enter the dungeon. This restriction exists so that the player will never be able to completely remove the difficulty from easier dungeons by overgearing.

## Drops

    Blockchain items of one tier higher can drop from a one tier lower adventure. For example: 2-sword uncommon dungeons can drop rare blockchain items, 3-sword rare dungeons can drop epic blockchain items, and so on. This rule does not apply to blockchain items that come from gathering skills, these can only come from same tier gathering nodes. For example: Ardain Blue Blossom, a uncommon scavenging resource, can only come from uncommon scavenging nodes (bushes), and Mountain Ash, an epic woodcutting resource, can only come from epic woodcutting nodes (trees).

Adventurers can find what is available in each adventure by selecting the corresponding Wiki page or browsing the in-game Encyclopedia to find where specific items are found. Note that some resources are unlocked at higher skill levels. See the in-game Skills Book for requirements in obtaining specific resources.

## Leaving an Adventure

Once a player starts an adventure, the player may not leave unless the player:

* selects "Abandon Adventure" while still in the circle at the beginning of the adventure.
* reaches the end and leaves through the exit portal.
* uses a Talmuth Teleport Scroll or an Adventure Pass Teleport Scroll to instantly leave.
* dies.

Upon leaving the adventure successfully, the player will be greeted with a summary screen that recaps all the drops received, time taken, damage received, and damage dealt for the adventure. After which, the player will be placed back at the Adventure Pass in town with everything they carried out of the dungeon.

### Death

Upon death, the player will lose *everything* they collected in the dungeon, including items, blockchain gear, and experience. In addition, any non-blockchain items that are labeled as "Destructible" when hovered over (most virtual items) will be lost, unless they are protected by Champion Rewards. The player will then be transported to their selected resurrection location (Talmuth graveyard by default) with all blockchain and protected virtual item back in their Stash.

### Using Teleport Scrolls

If a player uses a Talmuth Teleport Scroll or an Adventure Pass Teleport Scroll to leave the adventure, they forfeit all items and experience obtained within the dungeon and are returned to town. All equipment initially brought in is kept on the player. This is an effective emergency escape from a dungeon if the player is in danger of dying and does not wish to lose their unprotected items.