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Hourglass runs

Timed runs of the five dungeons: sigils, tiers, the week's omens, the rating and the boards.

Hourglass runs are timed runs of the Hollow Crypt, Rootdeep Warrens, the Drowned Grotto, the Cinder Forge and the Vault of the Last Lantern for heroes of level 35 and up. Ysolde Marrowglass, the Horologist, keeps the Great Hourglass on Harrowford's square and hands out sigils there. Turn a sigil in the glass and its dungeon opens at the sigil's tier under the week's omens; beat the par time and the sigil rises one to three tiers, run too slow and it drops one. Your best runs add up to a rating, each dungeon keeps a board of its ten fastest runs, and once a week the Horologist's Coffer holds an item for anyone who finished a run in time.

How it works6

The Great Hourglass

Monument

A monument on Harrowford's square: a stepped sandstone plinth with a marble cornice and brass rosettes, two posts under an arch, and a brass frame on its pivot holding a glass of gold sand that glows. The sand runs through in two minutes, the same moment for everyone; then the frame swings over and it runs again. Turning a sigil swings it at once in a column of sand-gold light.

Where
Harrowford
Kept by
Ysolde Marrowglass, the Horologist
The Great Hourglass

Hourglass Sigil

Item

A sigil names a dungeon and a tier, from 2 to 25. Ysolde Marrowglass hands one to any hero of level 35 or more who has none. After a run it moves on to another of the five dungeons; anyone in the run without a sigil of their own is given one, a tier below the holder's new one. Its colour climbs with its tier.

Tiers
2 to 25
Needs
Level 35
Colour
magic to tier 4, rare from 5, unique from 10
Item level
The tier's monster level

Turning the glass

Turn the sigil in the Great Hourglass and its dungeon opens at the sigil's tier, for you and the members of your party within 40 metres; companions can fill the empty places. One lying fallen there is told of the run and joins it at the glass once on their feet. Monsters are level 34 + the tier, with 8% more life and damage for each tier above 2, compounding, and the week's omens on top. A ten-second count, then the sand runs.

Done when
Every boss has fallen and 85% of the enemy forces are slain
Enemy forces
A normal monster counts 1, a magic one 2 and a rare one 5
Falls
Each fall adds five seconds to the clock
In time
Within the par the sigil rises a tier, within 80% of it two, within 60% three
Out of time
The sigil drops a tier (never below 2)
Unfinished
A run left unfinished dims its sigil a tier
Turning the glass

The cache

Everyone in the run gets a cache when it ends.

Gold
150 + 40 a tier, doubled in time
Items
One for each tier the sigil rises, and one out of time: rare in time, magic out of time
Item level
The run's monster level, two higher in time
Uniques
From tier 7, in time: a 10% chance, 2% more a tier, that the first item is a unique

The Horologist's Coffer

Beside the glass, once a week. Finish a run in time and the coffer holds an item for you: a rare item three levels above the monster level of your best tier finished in time that week, and from tier 5 a chance (10%, 2% more a tier) of a unique instead. It fills again on Monday at 00:00 UTC.

Score, rating and boards

Each run scores points: in time, ten a tier and thirty, with up to eight more the faster it was, so a tier higher always counts for more; out of time, ten a tier less one, and fifteen. Your best score in each dungeon adds up to your Hourglass rating. Each dungeon keeps a board of its ten best runs, with in-time runs first, then the higher tier, then the faster.

Score in time
10 × tier + 30, up to +8 for speed
Score out of time
10 × (tier − 1) + 15
Rating
Your best score in each of the five dungeons, summed
Boards
The 10 best runs in each dungeon, shown in the Horologist's panel
Achievements
Against the Sand, Three Turns Ahead, Keeper of Hours, Master of Hours, Every Hour Kept, Sand in the Veins
Score, rating and boards

The five runs5

Omens9

Hardened

Omen · from tier 2

Monsters other than bosses have 25% more life and deal 20% more damage.

From tier
2
Comes round
Weeks 1, 3, 5, 7 of the eight-week rotation

Lordly

Omen · from tier 2

Bosses have 30% more life and deal 15% more damage.

From tier
2
Comes round
Weeks 2, 4, 6, 8 of the eight-week rotation

Volatile

Omen · from tier 4

Slain monsters burst in a ring of fire a moment after they fall.

From tier
4
Comes round
Weeks 1, 6 of the eight-week rotation

Kindred

Omen · from tier 4

When a monster falls, its kin within 12 metres are emboldened: 12% more damage and 10% faster, up to five times.

From tier
4
Comes round
Weeks 2, 5 of the eight-week rotation

Seething

Omen · from tier 4

Monsters other than bosses seethe below 30% of their life: 40% more damage and 20% faster.

From tier
4
Comes round
Weeks 4, 7 of the eight-week rotation

Mending

Omen · from tier 4

Slain monsters leave a pool of mending water for 8 seconds that heals other monsters 6% of their life a second.

From tier
4
Comes round
Weeks 3, 8 of the eight-week rotation

Quaking

Omen · from tier 7

Every 20 seconds the ground cracks under each hero; two seconds later it heaves, and everyone still on it loses 12% of their life and stops casting.

From tier
7
Comes round
Weeks 1, 4 of the eight-week rotation

Grievous

Omen · from tier 7

Heroes below 90% of their life suffer grievous wounds that bleed and deepen every 3 seconds until healed above 90%.

From tier
7
Comes round
Weeks 2, 6, 7 of the eight-week rotation

Haunted

Omen · from tier 7

Rare monsters rise again as spectres.

From tier
7
Comes round
Weeks 3, 5, 8 of the eight-week rotation

The rotation8 weeks

A week runs from Monday 00:00 UTC. Each week has three omens: a run of tier 2 or more is under the first, tier 4 or more the second as well, and tier 7 or more all three. The rotation starts again after week 8.

WeekFrom tier 2From tier 4From tier 7
1 this weekHardenedVolatileQuaking
2 this weekLordlyKindredGrievous
3 this weekHardenedMendingHaunted
4 this weekLordlySeethingQuaking
5 this weekHardenedKindredHaunted
6 this weekLordlyVolatileGrievous
7 this weekHardenedSeethingGrievous
8 this weekLordlyMendingHaunted

Tiers24

TierMonster levelMore life and damageOmensSigilScore in timeGold in time
236–1Magic50–58460
337+8%1Magic60–68540
438+17%2Magic70–78620
539+26%2Rare80–88700
640+36%2Rare90–98780
741+47%3Rare100–108860
842+59%3Rare110–118940
943+71%3Rare120–1281,020
1044+85%3Unique130–1381,100
1145+100%3Unique140–1481,180
1246+116%3Unique150–1581,260
1347+133%3Unique160–1681,340
1448+152%3Unique170–1781,420
1549+172%3Unique180–1881,500
1650+194%3Unique190–1981,580
1751+217%3Unique200–2081,660
1852+243%3Unique210–2181,740
1953+270%3Unique220–2281,820
2054+300%3Unique230–2381,900
2155+332%3Unique240–2481,980
2256+366%3Unique250–2582,060
2357+403%3Unique260–2682,140
2458+444%3Unique270–2782,220
2559+487%3Unique280–2882,300