Dungeons and Locations
Every recorded dungeon with its region, Renown gate, expected enemy level and chest contents, sorted so the next reachable one sits at the top.
Why dungeons matter more than they look
The world map holds 28 dungeons spread across 15 regions, carrying 74 recorded chest rewards between them. Most of those rewards are not flavour: manuals that change how a class plays, gems that patch a weak stat, and upgrade seals that sit on the critical path to a promotion. Skipping dungeons does not make a run harder in an obvious way, it quietly delays the things that make a roster stronger.
Two gates decide whether a dungeon is a real option. Renown is the hard gate, and it is the account-wide progression stat rather than anything you can grind locally, so a low-Renown run cannot simply walk into the richest cave. The recorded enemy level is the soft gate: a level 30 dungeon is open long before it is survivable, and treating the two numbers as one is how runs end early.
Part 3 resets the calculation entirely. Every dungeon replenishes with new unique chests and its enemies scale with story progress, so a Part 1 clear is not a finished dungeon. Dungeons whose first pass looked unremarkable are worth a second visit once the army has caught up.
Dungeons in progression order
Sorted by the Renown requirement, so the list reads as the order a run naturally unlocks it. Where a requirement is not recorded, the row says so instead of being given a plausible number.
| Dungeon | Region | Renown | Enemy level | Treasures |
|---|---|---|---|---|
| Collapsed Fort | Amalthea | 0 | 6 | Black-Magic Manual, Bowbreak Amulet |
| Heretics' Cave | Thaleia | 0 | 7 | Dew of Protection, Vulnerary |
| Niraga Mine | Amalthea | 0 | 5-8 | White-Magic Manual, Coin (x2), Miracle Gem |
| Rubess Forest | Melias | 0 | 9 | Healing Staff, Riding Manual, Lucky Coin |
| Nowah's Cave | Elektra | 1 | 10 | Tactics Manual, Luxury Veg. Crate, Pure Water, Turmoil Mask |
| Galen Fort Ruins | Idyia | 2 | 8 | Hunter's Bow, Vulnerary, Wooden Shield |
| Masked Woods | Melias | 2 | 15 | Heavy-Armor Manual, Venin Bow, Veroquine (Sword) |
| Shadowy Cave | Lambath | 2 | 12 | Killing Edge, Coin (x2), White-Magic Manual, Black-Magic Manual |
| Valhalla Mine | Savelion | 3 | 20 | Large Bullion, Antitoxin, Azaga's Bow |
| Wandering Wood | Savelion | 3 | N/A | Verdant Gem |
| Beast's Path | Braxithea | 4 | 20 | Bullion, Poisonhunt Gem, Concoction |
| Coris Mine | Thaleia | 4 | 16 | Treasure not recorded yet |
| Corroios Fort Ruins | Thaleia | 4 | 13 | Magic Staff, Tactics Manual, Poisonbone Chain |
| Cougar Woodlands | Braxithea | 4 | 23 | School Scandal, Bullion (x2), Muen (Spear) |
| Fort Hayn | Braxithea | 4 | 18 | Axebreak Amulet, Dew of Peace |
| Aditi's Cave | Nysiades | 5 | 28 | Large Bullion, Spirit Board Game, Archive T (Death) |
| Cave Behind the Falls | Castalia | 5 | 22 | Archive B (Mire)l, Bullion, Pure Water |
| Dione Fort | Castalia | 5 | 18 | Flying Manual, Concoction, Dual Fish Knives, Hexlock Shield |
| Dragonbone Tangle | Nysiades | 5 | 20 | Hunter's Ring, Lucky Coin, Hexlock Shield |
| Sand-Shadow Fort | Nysiades | 5 | 25 | Large Bullion, Concoction, Gundogya (Axe) |
| Cindered Road Cave | Solidus | 6 | 22 | Concoction, Conflagrant Gem, Flying Manual |
| Hundred-Hole Cave | Pasithea | 6 | 14 | Poisonbane Gem, Venin Edge, Bullion |
| Iapetus Cavern | Solidus | 6 | 32 | Black-Magic Manual, Archive O (Banshee) |
| Nemea Cavern | Pasithea | 6 | 30 | Sturdy Rucksack, Heavy-Armor Manual, Elixir, Hammer |
| Stoppered Shrine | Idyia | 6 | 25 | Flower Painting, Velheit (Axe) |
| Giant's-Print Fort | Ogmios | 7 | 35 | Elixir, Advanced License, Onoa (Spear) |
| Enno Isle | Danann Sea | Not recorded | 30 | Treasure not recorded yet |
| Uncharted Isle | Lir Sea | Not recorded | 30 | Anguishing Shield, Thick Foreign Tome |
Dungeons by region
Regions are what the world map is divided into, and each one holds a small cluster of dungeons rather than a single landmark. Two of them are seas rather than land, and those are the ones with a path restriction attached during Part 1.
- Amalthea: Niraga Mine, Collapsed Fort
- Braxithea: Cougar Woodlands, Fort Hayn, Beast's Path
- Castalia: Cave Behind the Falls, Dione Fort
- Danann Sea: Enno Isle
- Elektra: Nowah's Cave
- Idyia: Galen Fort Ruins, Stoppered Shrine
- Lambath: Shadowy Cave
- Lir Sea: Uncharted Isle
- Melias: Rubess Forest, Masked Woods
- Nysiades: Sand-Shadow Fort, Dragonbone Tangle, Aditi's Cave
- Ogmios: Giant's-Print Fort
- Pasithea: Hundred-Hole Cave, Nemea Cavern
- Savelion: Wandering Wood, Valhalla Mine
- Solidus: Cindered Road Cave, Iapetus Cavern
- Thaleia: Coris Mine, Heretics' Cave, Corroios Fort Ruins
Enno Isle and Uncharted Isle sit in sea regions. During Part 1 only Theodora can cross them; the other parties reach those waters later rather than never.
Treasures that feed the rest of the site
Some dungeon chests hold materials rather than gear, which is why the same names keep turning up in cooking and gathering guides. The overlap recorded here is Luxury Veg. Crate, Pure Water, and the material entries carry their own gathering notes.
The reverse also matters: a material that looks rare in the overworld can be sitting in a chest behind a Renown gate, so if a recipe stalls, checking the dungeon list is often faster than hunting search points.
Wandering Wood: Reading the Maze

The table above treats Wandering Wood as one row with one chest. Inside, though, it behaves like a lost-woods maze rather than a corridor, and that is the part a chest list cannot carry. The captions that describe the route also confirm the reward matches the row, which is why the detail is published here rather than left as a footnote.
Follow the blue butterfly
Each junction offers four directions and there is no compass to navigate by, so the cue the creator relies on is a blue butterfly that appears in front of the correct doorway. Take the door it stands at, and it repositions for the next junction rather than staying put. That single rule replaces a map: any door without the butterfly is a loop.
Five junctions, and the chest in the middle
The maze runs for five doors in total in his run, and he reports that the third stop has been where the chest sits both for him and for another creator covering the same wood, which makes it the one junction worth searching rather than hurrying through. The exit then returns to the world map and onward to the quest area the wood was hiding.
A gem, and it is the recorded one
The chest holds a gem that can be sold or used, which lines up with the single treasure the table above records for this dungeon. Because the dungeon is reachable on all four Part 1 paths and its Renown gate is one of the lowest recorded, this is a maze most runs will meet early rather than a late detour.
Frequently asked questions
- When can you enter dungeons in Fortune's Weave?
- Dungeons sit on the world map from Part 1 onward, but each one carries a Renown requirement, so the map opens in stages rather than all at once. Several are gated behind Renown 5 and above, which is well past where most runs sit when the regions first unlock.
- Do dungeon chests come back?
- In Part 3 every dungeon replenishes with new unique chests, and the enemies inside scale with how far the story has progressed. Loot that looked finished in Part 1 is therefore not finished, and an early clear is worth repeating rather than considered closed.
- Are any dungeons locked to one path?
- Two dungeons sit in seas that only Theodora can cross during Part 1, which is the one genuine path restriction in the list. The other parties can sail those waters later, so nothing is lost permanently, it just arrives on a different schedule.
- Should you clear dungeons by enemy level or by Renown?
- Read both. Renown decides whether the door opens at all, and the recorded enemy level decides whether walking through it is survivable; the tables on this page are sorted by Renown so the next reachable dungeon is at the top.