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Santale Adventure / Player wiki

Dungeons & the Endgame story

Prepare your gateway, follow Maelor’s story and explore Frozen, Swamp, Void and Luminia.

Start a separate campaign #

Speak to Maelor, the Temple Keeper, in the Forgotten Temple. Accept An Echo Under the Stone before crafting an Endgame Workbench, then open the journal with Alt+2 or /eg journal. At an ordinary Workbench, the Endgame Workbench costs 2 Adamantite Bars + 10 logs + 5 Rock resources. Vorthak provides trade and contracts. The journal shows your real objectives; accept the next one before doing its actions.

A different gateway #

At Endgame Workbench tier 1, make the Endgame Gateway: 30 Adamantite Bars + 10 Cobalt Bars + 30 Fire Essence. Native Goblin / Deepworks fragments use the vanilla Portal Device; mod keys go into this gateway.

ExpeditionPreparation and accessMain goal
Frozen · enemies 80–110 · 20 minBench tier 2 + memory level 5. Key: 30 Adamantite + 10 Cobalt + 30 Ice EssenceMeet Korvyn; defeat two distinct wardens; light the great braziers and defeat the Frost Dragon. Keep Dragon Heart and Mithril.
Swamp · enemies 100–135 · 90 minTier 3 + memories 5. Key: 10 Mithril + 15 Adamantite + 30 Life EssenceMeet Morghul; defeat Bramble Elite, gather altar-key ingredients and defeat Hedera. Keep Hedera Gem and Onyxium.
Void Realm · enemies 110–155 · 45 minTier 4 + memories 5. Key: 5 Onyxium + 50 Void EssenceCollect the required essence before crafting its consuming recipe; follow the Scout, Guardian and Golem. The Golem drops a Luminia key.
Luminia · enemies 145–175 · 90 minKey dropped by the Void GolemMeet Aurelian; defeat the three fragment keepers, open the Seal Gate, awaken the caged heart and defeat the Void Dragon. Return to Maelor for the epilogue.
Enemy ranges are preparation guidance, not hard entry locks. Accept the Broken Seal quest before inserting the final seal fragment. If you open the gate too early, another Golem key creates a fresh Luminia expedition.

Upgrade your Endgame Workbench #

Use the bench’s own upgrade UI for its current tier. Keep Dragon Heart and Hedera Gem for progression. In Swamp, Morghul’s ingot barter needs 6 Swamp Currency; crocodiles are a renewable currency source. Fresh expeditions renew their finite ingredient spots.

Upgrade orderInputs
First20 Adamantite Bars + 10 Heavy Leather + 10 Sturdy Chitin + 10 Venom Sacs
Next8 Mithril Bars + 20 Cobalt Bars + 1 Dragon Heart + 20 Ice Essence + 50 Void Essence
Next12 Mithril Bars + 8 Sturdy Chitin + 1 Hedera Gem + 10 Storm Leather + 10 Ice Essence
Last listed10 Onyxium Bars + 6 Mithril Bars + 15 Forest Essence

Returning, dying and server restarts #

A fresh key creates a new expedition. Leaving does not replenish an existing one. Endgame expeditions close when empty and allow one entry per player in that expedition; their death rules lose no items. Key-created worlds, including Deepworks, are discarded on server restart. Take your belongings out before maintenance and prepare a fresh key for another run. Never use dungeon containers as permanent storage. Character and story progress are separate from temporary expedition storage.

After the story #

Vorthak’s daily contracts, weekly journal contracts, bestiary / rune / discovery rewards and Warden Challenges I–IV provide repeatable goals. Warden seals use bench tiers 1 / 2 / 4 / 5 and later materials; activate them outside town, not in a portal device. Optional Canopy Shrine (70–90), Oakwood Refuge (80–100) and Eldergrove Hollow (90–110) appear through announced temporary portals. Their 15-minute runs are optional; short spawn windows make them unsuitable as required beginner tasks. Full-inventory reward claims remain unclaimed until you free space.