Scroll Dungeon keeps the controls simple, but a handful of early rules make a big difference to how fast you grow.
Last updated: 8 August 2026
One session of Scroll Dungeon is called a run. A run advances purely by swiping up, and always follows the same sequence of nine waves.
| Stretch | Waves | What happens |
|---|---|---|
| Field | 1–5 | Regular monsters, treasure chests, and event maps such as campfires and shrines |
| Dungeon | 6–8 | Difficulty steps up and elite monsters appear |
| Boss | 9 | The region boss. Clearing it grants the stage reward |
Every boss kill raises that region's stage count by one. Monsters get roughly 12% stronger each stage and rewards scale with them, so you can keep farming the same region indefinitely. The label at the top of the screen — something like 1-3 Green Fields — reads as region-stage.
Each stage attempt costs 1 Energy. Energy refills on the following schedule.
| Item | Value |
|---|---|
| Maximum Energy | 4 |
| Cost per stage | 1 |
| Time to regain 1 | 6 hours |
| Natural regen per day | 4 |
| Starting Energy (new save) | 6 |
So natural regeneration alone gives you four runs a day. A brand-new save starts with six, so your first day has a little extra room.
The Energy Cap skill card raises your maximum, and Energy Regen shortens the refill interval by up to 60%. Both sit in later tiers, so don't worry about them early on.
This is where new players lose the most. Drops on the ground are not picked up automatically. You have to tap the sparkling item to put it in your bag, and if you swipe to the next map without collecting it, it is gone for good.
Your in-run bag holds 20 items. Once it's full you can't pick anything else up, so equip or clear low-rarity gear mid-run to free space.
You have six equipment slots.
Gear you find during a run can be dragged straight into the slots at the bottom. If a higher rarity drops, swap immediately — rarity difference dominates everything else. The full multiplier table is in the gear guide.
Note that three of your six slots are accessories. At equal rarity, filling an empty accessory slot raises your total stats more than upgrading your weapon does.
On the settlement screen you can train Attack, Defense, and HP with the gold you earned. Each training level gives:
| Training | Per level | Effect |
|---|---|---|
| Attack | +3 | Ends waves faster, shortening the whole run |
| Defense | +2 | Reduces incoming damage, extending survival |
| HP | +20 | Buys you one more exchange in a boss fight |
Put your early gold into Attack. Killing monsters faster means fewer counterattacks, which produces much the same survivability as investing in Defense or HP — and it shortens runs on top of that. Switch to HP once bosses start killing you outright.
current level × 30 XP, so early levels come quickly.