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Revision as of 22:56, 20 March 2024 by Sur (talk | contribs) (link to /Ranks to /Adventure Rank)

High-Roller Ranks and Adventure Points

Ranks

Ranks are only for the High-Roller dungeons which now have a 0 gold ante but instead have an Adventure Point (AP) ante. Dark and Darker currently has 7 rank categories with a total of 19 individual ranks that players can achieve. Each rank causes an increase in AP to enter the High roll dungeons.

Rank Required Total AP Dungeon Entrance Fee (Ice cavern) Dungeon Enterance Fee (Ruins) Dungeon Entrance Fee (Goblin cave)
Neophyte III 0 0 0 0
Neophyte II 500 0 0 0
Neophyte I 1000 0 0 0
Apprentice III 1750 20 30 20
Apprentice II 2500 40 60 40
Apprentice I 3250 60 90 60
Wanderer III 4250 80 120 80
Wanderer II 5250 100 150 100
Wanderer I 6250 120 180 120
Pathfinder III 7500 140 210 140
Pathfinder II 9000 160 240 160
Pathfinder I 11000 180 270 180
Voyager III 13500 200 300 200
Voyager II 16500 220 330 220
Voyager I 20000 240 360 240
Exemplar III 24000 260 450 260
Exemplar II 28000 280 550 280
Exemplar I 32000 300 650 300
Demigod 36000 320 750 320

Adventure Points

There are 9 different sources of Adventure Points (AP) to advance your rank in the High-Roller dungeons. Each entrance of the dungeon cost varying amounts of AP as seen above, even if you perish. Failing to extract from the dungeon will remove all AP gains, and still pay the AP ante.

Adventure point rewards2.png

Monster Kill

See Monsters for AP rewards for each Monster.

Props Interaction

Note: Opening props grant AP only the first time they are opened. This includes repeatable props such as ore nodes, treasure horde, and shrines. Breakables such as crates, barrels, and pots do not count as prop interaction nor do they give AP.

  • Blue Portal: 10 AP per portal
  • Red Portal: 30 AP per portal
  • Oak Chest (Any Size): 1 AP
  • Reinforced Chest (Any Size): 1 AP
  • Doors: 0 AP
  • Light Fixtures: 0 AP
  • Levers: 0 AP
  • Shrines (Any Type): 5 AP
  • Iron Ore: 5 AP (only counts once per node)
  • Copper Ore: 10 AP (only counts once per node)
  • Cobalt Ore: 5 AP (only counts once per node)
  • Rubysilver Ore: ?? AP (only counts once per node)
  • Gold Ore: 10 AP (only counts once per node)
  • Stone Tomb: 4 AP
  • Old Skeleton Corpse: 1 AP
  • Disabling Trap: ?? AP

High-End Props Interaction

  • Bronze Ornate Chest: 5 AP
  • Royal Coffin: 10 AP
  • Lion's Head Chest: 12 AP
  • Golden Chest: 20 AP
  • Treasure Horde: ?? AP (only counts for first interaction per Horde)

Player Kill

  • Ranges from 9.9 to 188.1 AP per kill
  • AP varies based on the number of divisions between you and the player.
  •  AP = 14.85 * Divisions below target + 99 
  • Divisions below target ranges from -6 to 6, as if you are 6 divisions above the target (Demigod killing a Neophyte), the value is -6.


Sub Boss Kill

Each of these Monsters also reward AP in the Monster Kill section.

Monster name: Normal AP Elite AP Nightmare AP
Cockatrice 5 N/A N/A
Demon berserker 30 15 30
Demon centaur 15 30 N/A
Giant centipede 10 20 N/A
Giant worm 10 20 N/A
Golem 15 N/A N/A
Skeleton champion 8 25 N/A
Wraith 10 25 N/A

Boss Kill

Each of these Monsters also reward AP in the Monster Kill section.

  • Crypts' Boss 125 AP
  • Goblin Cave's Boss 90 AP

Item Achieve

  • AP is rewarded for extracting with items that have the Looted tag. See here for more information on the Looted and Handled tag.
  • Treasure also rewards Item Achieve AP
  • Weapons and Armor give 1 AP per 1 gold they sell for, and the listed AP is per inventory slot they take up
  • The amount of AP rewarded is independent of the quantity in the stack. For example, a 1x Candy rewards the same amount of AP as 10x Candy if they are in the same stack. As such, splitting the stack will reward more AP.
  • AP is calculated on extraction
Item / AP Value Grey White Green Blue Purple Orange
Weapon 1 per slot 2 per slot 3 per slot 6 per slot 10 per slot 20 per slot
Armor 1 per slot 2 per slot 3 per slot 6 per slot 10 per slot 20 per slot
Francisca Axe 3 4
Throwing Knife
Lockpick N/A 0 N/A N/A N/A N/A
Potion of Healing 1 1 2
Potion of invisibility 1 1 1 1
Potion of Protection N/A N/A 2 2
Surgical Kit N/A N/A 2
Cloak N/A N/A N/A 4 5
Ring N/A N/A 3 4 5
Trap Disarming Kit N/A N/A 0 N/A N/A N/A
Necklace N/A N/A 3 4 5
Bandage 1
Explosive Bottle 1

Treasure

  • AP granted is equal to the gold worth of the Treasure in your inventory upon extraction
  • Candy from Valentine counts as Treasure
  • The amount of AP rewarded is independent from the quantity in the stack. For example, a 1x Candy rewards the same amount of AP as 10x Candy if they are in the same stack. As such, splitting the stack will reward more AP. Few treasure items can be stacked, however.

Dungeon Down

Assists

Player, Monster, Sub-Boss, and Boss kills also have an Assist category. While in a group, all AP gained from these kills are split evenly among team members. For whoever got the kill, the AP goes to the Kill category, while for everyone else in the group -regardless of contribution- it goes under the Kill Assist category.

The AP is split for each individual kill, and then rounded down and granted to everyone else in the party as an Assist. The remaining AP is rewarded as a Kill to whomever landed the killing blow.

Formula

Assist AP (per kill) = floor(AP / Party Size)
Kill AP (per kill) = AP - (Party Size - 1) * Assist AP

Example

Party size of 3 after killing 2 normal Skeleton Axemen which reward 5 AP each.

Assist AP (per kill) = floor(5/3) = 1 
Kill AP (per kill) = 5 - (3-1) * 1 = 3 

Since there two kills, each assisting player receives 2 AP, and the player that got the killing blow receives 6 AP. Note that this sums to 10 AP, from 5 AP per kill x 2 kills.


Rewards

Reward Details.png