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Creator Chronicles Auto-Dungeons and Automated Expeditions

Set up auto-runs, assign members, and collect rewards while managing the village.

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Auto-Dungeons and Automated Expeditions

Auto-dungeons let you assign guild members to run expeditions automatically while you manage the village. The party fights without manual speed control, comes home with loot, and gains experience. This page covers how auto-dungeons work, how to set them up, what rewards come back, and why they are different from the manual dungeon send on F.

The campaign is single-player. An auto-dungeon run does not require you to pause, speed up, or watch the battle log. It also does not give you a battle log to read after. If a party wiped on a manual send, you would know why. If a party wiped on an auto-run, you only know they came back wounded.

How auto-dungeons work

Open the guild panel (G) and find the Automated Expeditions tab. Assign a party of 3 or more members to an auto-dungeon slot. The party leaves immediately and runs the selected dungeon without further input. They return after a set number of runs or a timer, whichever comes first.

Auto-dungeons are available for normal dungeons only. The 7 ultra-challenging raids do not have an auto-run option; they require manual party composition, skill loadout, and combat oversight.

Auto-runs use the same dungeon entry cost (if any) as manual sends. Budget food and potions before you set an auto-run to run overnight or while you focus on village construction.

Setting up an auto-run

  1. Open Automated Expeditions in the guild panel.
  2. Select a dungeon from the available list.
  3. Assign a party (minimum 3 members, no maximum beyond your roster size).
  4. Confirm the run duration or number of clears.
  5. Collect rewards when the party returns.

Auto-runs can be queued. Set up a second party to run a different dungeon while the first is mid-expedition. Parallel auto-runs follow the same housing and roster limits as manual parties.

Rewards and experience

Auto-run rewards are identical to manual dungeon rewards: loot drops, gold, and village trait points for first clears. Experience scales with dungeon difficulty and member level. A level 20 party in Hidden Swamp will gain less experience per run than a level 20 party in a higher-tier normal dungeon.

Auto-runs do not give bonus rewards for difficult manual play. They are a convenience feature, not an efficiency bonus. A manual party that clears a dungeon with a coordinated skill loadout gets the same loot as an auto-run party that cleared the same dungeon.

Members on auto-run gain skill discovery progress at the same rate as manual runs. A Hunter on auto-run will discover new skills through repeated dungeon combat, just as they would on a manual send.

When to use auto-dungeons

Use auto-dungeons when:

  • You are managing multiple buildings and do not want to pause for a manual send
  • You want to level a second or third party while the main crew runs raids
  • You need dungeon loot for crafting but cannot watch combat logs at that moment

Do not use auto-dungeons when:

  • The party is on Conqueror difficulty and deaths cause permanent leave
  • You are trying to learn a new dungeon mechanic
  • The party is below level 10 and wipe risk is high

Auto-runs on Conqueror are how you learn that a party member quit only after they come back with a mood penalty and no log entry explaining why. Read mood before you set Conqueror parties on auto.

Auto-dungeons and the village loop

Auto-runs fit between the potion loop and the crafting loop. A party on auto in Hidden Swamp generates herbs (through the alchemy lab’s herb consumption producing potion stock) and gold without requiring you to pause the village. Use that idle time to place the Magic School, assign new members to professions, or check the auction.

The 14 September 2026 full build adds auto-dungeons alongside the Magic School, crafting, and enchanting. They are not a replacement for manual dungeon mastery. A party that can clear Raid 1 manually is worth more than a party that auto-runs normal dungeons indefinitely.

See Combat for manual dungeon sends, Dungeons for Hidden Swamp and raids, and Village buildings for the building sequence that supports both manual and auto parties.

FAQ

Frequently Asked Questions

Quick answers for new guild masters.

What is the difference between auto-dungeons and manual dungeon sends?

Manual sends (press F) let you control speed, read the battle log, and respond to wipes. Auto-dungeons run without input but give you no log after. Both give the same loot.

Can I use auto-dungeons on Conqueror difficulty?

You can, but parties on Conqueror can suffer permanent leave without a battle log to diagnose why. Use auto-runs on Beginner or Adventurer until you understand wipe causes.

Do auto-run parties discover new skills?

Yes. Members on auto-run gain skill discovery progress through repeated combat at the same rate as manual sends.

Are raids available on auto-dungeons?

No. The 7 ultra-challenging raids require manual party composition and combat oversight. Auto-dungeons are for normal dungeons only.

What rewards come from auto-dungeons?

Loot drops, gold, and village trait points for first clears are identical to manual sends. Experience scales with dungeon difficulty and member level.