
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.
| Expedition | Preparation and access | Main goal |
|---|---|---|
| Frozen · enemies 80–110 · 20 min | Bench tier 2 + memory level 5. Key: 30 Adamantite + 10 Cobalt + 30 Ice Essence | Meet Korvyn; defeat two distinct wardens; light the great braziers and defeat the Frost Dragon. Keep Dragon Heart and Mithril. |
| Swamp · enemies 100–135 · 90 min | Tier 3 + memories 5. Key: 10 Mithril + 15 Adamantite + 30 Life Essence | Meet Morghul; defeat Bramble Elite, gather altar-key ingredients and defeat Hedera. Keep Hedera Gem and Onyxium. |
| Void Realm · enemies 110–155 · 45 min | Tier 4 + memories 5. Key: 5 Onyxium + 50 Void Essence | Collect 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 min | Key dropped by the Void Golem | Meet 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. |
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 order | Inputs |
|---|---|
| First | 20 Adamantite Bars + 10 Heavy Leather + 10 Sturdy Chitin + 10 Venom Sacs |
| Next | 8 Mithril Bars + 20 Cobalt Bars + 1 Dragon Heart + 20 Ice Essence + 50 Void Essence |
| Next | 12 Mithril Bars + 8 Sturdy Chitin + 1 Hedera Gem + 10 Storm Leather + 10 Ice Essence |
| Last listed | 10 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.