The Cursed Cellar

Last updated: August 2026

What Is the Cursed Cellar?

The Cursed Cellar is a fixed, wave-based dungeon with guaranteed boss loot. You enter it from the Barn in the Yolkshire hub, and each run costs one Dungeon Key. It is built for a burst of focused rewards — a self-contained challenge you can clear in a single sitting rather than an open-ended climb.

Because the layout is fixed and the loot is guaranteed, the Cursed Cellar is one of the most reliable ways to earn a concentrated batch of currency, proc gems, and relic materials. If you have a Key to spend and a few minutes to play, it is almost always worth a run.

How a Run Works

When you enter the Cursed Cellar you first pick a phase. Phases unlock based on your level and your prior progress, so higher, tougher phases become available as you grow stronger.

A phase is made up of 5 internal floors:

  • Floors 1 through 4 are three enemy waves each. Enemies spawn around you in a wave-defense style, and each floor auto-advances the moment its waves are cleared — there are no portals to chase down.
  • Floor 5 is a boss duel. Beat the boss to complete the phase and claim your rewards.

The wave-defense structure keeps runs fast and continuous: clear what spawns around you, the floor advances on its own, and you fight straight through to the boss without hunting for exits.

Push Forward

After you complete a phase, you are given a choice. You can Push Forward — spend another Dungeon Key to jump straight into the next phase for more loot — or return to Yolkshire and bank your rewards.

Push Forward chains runs together into a longer session. When you are strong enough to clear phases comfortably, chaining is an efficient way to farm loot without returning to the hub between each run.

Dungeon Keys

Every Cursed Cellar run costs a Dungeon Key, so managing your Key supply is part of the strategy. Keys regenerate passively at a rate of 1 Key every 4 hours, up to a cap of 6.

You can also earn Keys from several other sources:

  • Fields tasks — passive farming assignments can reward Keys.
  • Quests — completing objectives grants Keys.
  • Drops — Keys can drop while you play.
  • Grub Shop — you can instantly refill Keys with Neon Grubs.

Because Keys cap at 6, it pays to spend them before you hit the ceiling — any regeneration past the cap is wasted.

The Golden Rule: Dying Is Free, Leaving Is Not

This is the single most important thing to understand about the Cursed Cellar. Dying in a dungeon is free. When you fall, you respawn in the same room instantly at full HP. There is no penalty for dying — you simply get back up and keep fighting.

Leaving mid-run is not free. If you walk out of a run before finishing it, you forfeit the entire run and the Key you spent to enter. Nothing is refunded.

The takeaway is simple: finish what you start. If a phase is giving you trouble, keep dying and pushing rather than walking out. Death costs you nothing, so persistence always beats abandonment.

Mythic Voids

Mythic Voids are a special dungeon variant. Unlike the Cursed Cellar, you do not enter Voids from the Barn — you enter them from Island Vale.

Voids use a corrupted enemy pool and rotate daily by biome, so the challenge changes from day to day. Like the Cursed Cellar, they cost Dungeon Keys to enter.

The biggest difference is how death works. In a Mythic Void you get only 3 revives. Burn through all three and the run collapses, sending you back to the island. That makes Voids far less forgiving than a standard Cellar run, where dying is free and unlimited.

The payoff is worth the risk: Mythic Voids are a prime source of high-end relic materials. If you need materials for endgame crafting, Voids are where you go. For more on Island Vale, see the Island Vale Guide.

Rewards

Completing a phase in the Cursed Cellar awards a bundle of rewards:

Reward Notes
Gold Scales with the phase (Mythic Voids scale with your level instead).
XP Progresses your character level.
Neon Grubs Guaranteed on every phase completion.
Dungeon Essence A relic-evolution material, granted on every clear.
Relic discovery From Phase 3 on, a chance to discover the Crimson Fang relic.
Mythic Void extras Void Crystals (relic material), a chance at the Void Eye relic, and a once-per-day bonus that includes a proc gem.

Your best clear time per phase is tracked and shown as a "best time" badge, giving you a personal record to beat on future runs.

Tips

  • Bank your Keys. Try to always have at least one Key on hand so a run is available whenever you want one — but don't sit at the cap of 6, since extra regeneration is wasted.
  • Repair before a boss floor. Keep your gear repaired heading into Floor 5 so you are at full strength for the boss duel.
  • Chain with Push Forward. When you are strong enough to clear phases comfortably, use the Push Forward chain to farm loot efficiently.
  • Save Voids for materials. Reserve your Mythic Void runs for when you specifically need relic materials — the 3-revive limit makes them riskier than a standard run.
  • Never abandon a winnable run. Dying is free and leaving forfeits everything, so never walk out of a run you can still finish.