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Eldritch Dungeon functions as a slot title resembling computer games. Its style brings to mind the Diablo game series, a key name in the action-RPG field. First appearing in 1996, this series places players in a somber, gothic fantasy setting to fight demonic forces. Known for its play mechanics, background story, and group functions, the Diablo series changed with each game, introducing new character types, abilities, and broader storylines. The random layout of game areas and item systems keeps the play loop fresh. With the most recent game, Diablo IV, the series holds its audience, blending deep role-play elements with quick strategic fighting.
A top-down view of a castle or old building floor serves as the background. Game reels rest on the floor. One of three playable heroes stands left of the reels. Two other heroes, available later, appear behind the first hero in shadow. The spin control sits right of the game area. Above it are four symbols that light up upon defeating monsters on the reels. To gain a win, five or more like symbols must touch sides in a cluster. The game works on phones, tablets, and computers.
Symbols with lower payouts feature rune text. They carry the same worth and provide a win 20 times the stake for a cluster of 15 or more symbols. Higher payout symbols include purple, blue, green, and orange gems. These stones award wins from 50 to 1000 times the stake for a cluster of at least 15 symbols. Two kinds of wild symbols can substitute for other symbols mentioned. Four power relics and one ghost effect can also be obtained by overcoming enemies. The hero you select is always on the game field, moving and fighting enemies during wins. If you want to play slot games, this offers a different approach.
Maximum win potential reaches 20,000 times the stake.
Features present in this slot game include: Cascading symbols, Wild Symbol, Wild Warrior, Companions, Companion Strike, Base Game Battle, Dungeon Battle Bonus, Treasure Hall Spins Bonus, and Feature Buy.
Hero Selection
Following a win payout, symbols forming the win vanish. New symbols drop to fill their spot. If filling the grid with new symbols creates another win, the process continues.
The Wild Symbol can replace any other symbol on the game area, excluding the Wild Warrior symbol.
The Wild Warrior can replace any symbol on the game area. The warrior on the field is the one chosen from the 3 available. Only the Arcanist is available at the game’s start. With each spin, the Wild Warrior appears randomly on the first reel. An exit appears randomly on the eighth reel. As symbols disappear, the Wild Warrior moves to the spot nearest the exit. Any win formed during the Wild Warrior’s travel is paid.
Dungeon Battle Bonus Game
One of three companions is active on each spin. You can pick the active companion before a new spin by clicking the companion panel. Only the Sorcerer is available when the game begins. The Hunter and Brawler unlock as game progress occurs.
Player return stands at 96.10% regardless of the chosen character. However, using the bonus buy function changes the return rate for the three characters, ranging from 96.41% to 97.14%, 96.14% to 97.19%, and 96.22% to 97.21% in order. Understanding player return helps with slot rating assessments.
When wins finish, a Companion Strike may begin.
The abilities performed vary based on the companion you play with:
Battle with a Monster
In each spin, 4 symbol spots hide an adversary. When a direct path opens between the Wild Warrior and an adversary, a battle starts. Overcoming an adversary grants 1 of 4 Power Relics and 1 Ghost Effect. Ghost Effects gather and become active when no more wins happen.
The four adversaries:
The Dungeon Battle starts when the Wild Warrior reaches the exit in the main game. In the first 8 battles, the warrior and companion meet one of three adversary types, each presenting a different test. Defeating level 1, 2, or 3 adversaries awards 2, 4, or 6 Ghost Keys respectively. Power Relics raise win odds in battles. Relics not obtained earlier may be given after winning a battle.
In the 9th battle, the warrior fights the Elder alone. Defeating the Elder opens all grid spots in Treasure Hall Spins mode, places a 4×4 coin in the center, and doubles the worth of the biggest coin when counting. Dungeon Battle mode ends after three lost battles or after battling the Elder.
Treasure Hall Spins begin right after the Dungeon Battle on an 8×8 grid with 6 spots unlocked in the center. Each Ghost Key gathered during the Dungeon Battle unlocks 1 more spot. Landing a Ghost Key symbol unlocks another 2, 3, or 6 spots.
The player starts with 3 spins. The spin count resets each time a coin or Ghost Key symbol lands. Coins always combine into the largest possible square. When spins finish, each coin pays based on a pay chart. The function ends. Smallest coins (1×1) can be worth from 0.5X to 2X the stake. The largest coin (8×8) can give from 1000X to 10000X the stake. The highest win in this function reaches 20000X the stake.
Treasure Hall Spins Bonus Game
For an added cost 17.3 times your stake, you can get a guaranteed start of one Companion Strike. To activate a Companion Strike with 1, 2, 3, or 4 guaranteed defeated adversaries, pay 45.5, 83.6, 143.7, or 218 times your first stake, respectively.