Kaelvorn launches with five distinct five-player dungeons woven directly into the regional storylines. Want to experience the lore at your own pace? Ring the Story Toll at any dungeon entrance to enter solo or in a group of one to three players, accompanied by NPC Wayfarer Lantern mercenaries who fill out your party roles. At level 60, all five dungeons scale into Five Over-Tune Ranks—adding harmonic affixes and fueling your endgame Resonance Rank and planned seasonal Race to the Spire leaderboards.
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Story Toll & Over-Tunes
Story Toll: 1–3 players, supported by Wayfarer mercenaries. Standard parties: 5 players.
At level 60, master 5 Over-Tune ranks to advance Resonance Rank.
The Five Launch Dungeons
The Sunken Bell-Foundry
Two hundred years ago, this cavernous subterranean foundry cast the replacement bells for the western Chime-Spires—until a sudden underground flood drowned the lower halls. Recently, the water level dropped after a nearby earthquake, revealing that a cell of rogue Syndicate scavengers and awakened bronze constructs are fighting over an intact Architect Prime-Mold at the bottom of the pit. Players must navigate giant waterwheels, redirect rivers of molten bronze to clear flooded passages, and silence malfunctioning sonic hammers.
Once an acoustic botanical garden built by the Architects to cultivate plants that could thrive in pure Sun-Pitch, the Conservatory is now a vast dome of cracked green glass half-submerged in the turquoise waters of the Fen. Inside, a shard of the Pale Wake has fallen through the roof, fusing with the ancient overgrown flora to create a terrifying ecosystem of predatory crystal orchids and singing vine-horrors.
Beneath the blasted crater where an over-tuned Chime-Spire exploded to end the Concordance War lies the surviving lower bunker of the old Guild-Masters. Now, the ruthless Red-Sail Corsair kingpin, Admiral Brant Vane, has breached the sea-caves leading into the vault, intending to salvage the unstable Over-Pitch Cores that caused the ancient disaster and mount them onto his flagship. Players battle through pirate dockyards, lava-flooded engine rooms, and unstable resonant chambers.
A recent glass-storm stripped away a mile-high dune in deep Kal-Zir, uncovering an untouched pyramid of black basalt and gold that predates the First Striking. Inside, the halls are governed by ancient gravitational and acoustic traps: rooms rotate when bells are struck, sand waterfalls flow upward, and the mummified Voices of Kal guard the truth of what Kaelvorn looked like before the Canopy was broken.
Perched on a floating slab of rock in the shadow of Sol-Vara, this former monastery of the mute Listeners was the first place swallowed when the First Spire cracked. Every garden, library, and bell-tower has been transformed into immaculate, blinding white porcelain. Here, the Vitrified perform the Rite of Unmaking, converting captured soldiers from all three factions into hollow glass knights.
The former head of the Listeners, now a hauntingly serene figure of floating white porcelain shards and blinding silver halos who fights in total, eerie silence.
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