Lobby & NPCs
You don’t jump map-to-map from a pause menu in Dungeon Quest Reborn — you come back to the lobby. Every function there, tagged by how well it is actually verified.
The lobby is the hub you return to between runs. Dungeon Quest Reborn does not let you jump map-to-map from a pause menu mid-combat — you come back to the lobby to start the next run, manage gear, spend points and trade.
Dungeon board
corroboratedWhere you pick the next map. Choose a dungeon you can actually finish rather than the highest one the board shows you.
Vendor / Sell
corroboratedTurns clutter into upgrade gold. Sell the drops you are not keeping, then spend the gold on the piece you are.
Upgrade NPC
corroboratedRaises the Physical, Spell and Health values on a piece of gear. The upgrade rank persists on the item card, and endgame gear runs to very high ranks.
Skill points
corroboratedSpent on the Physical, Spell or Stamina axis. Pick one damage axis and commit — splitting is the single most common early-game mistake.
Trade window
disputedRecorded footage shows a two-sided mutual trade window opened from the lobby player list. Another community source reports no confirmed trading system. Check the live client before assuming either is true for your build.
Daily reward booth
corroboratedConfirmed in the current Reborn build by creator gameplay: logging in pays two or three free items. Collect it before each session; it is a real early-game gear source, not a rumour.
Training dummies
corroboratedConfirmed in the current Reborn build by creator gameplay: the town has dummies you can hit to read your live damage. Use them to confirm a roll before you commit gold or a respec.
Skill reset
unconfirmedTraining dummies are confirmed, but a dedicated skill-point reset NPC is not yet confirmed in the current Reborn build. Verify the reset flow (and any cost) in-game before spending currency on a respec.
Blacksmith Upgrades & Gold Economics
How the between-runs loop works, and how to avoid squandering gold on temporary gear.
The Blacksmith upgrade loop is the primary gold sink in Dungeon Quest Reborn. Gear upgrades permanently enhance the Physical, Spell, and Health stats on an item card, but wasting gold on temporary gear is the fastest way to starve your progression.
The 4-Step Between-Runs Loop
Clear a dungeon run and inspect all item drops in your inventory.
Equip any piece that directly matches your primary damage axis (Physical or Spell) and upgrades your core stat or stops a wipe.
Sell unwanted weapons and armor at the Vendor NPC to amass gold.
Upgrade only the keeper piece at the Blacksmith — typically your weapon or an elusive armor slot that hasn't dropped in tiers.
Three Golden Rules: When NOT to Upgrade
Approaching Next Dungeon Level Gate
Never dump gold into upgrading a weapon when you are within 2-3 levels of the next dungeon tier. Base drops from the next tier (e.g. Winter Outpost -> Pirate Island) almost always outclass a heavily upgraded previous tier item for free.
Stat Axis Mismatch
Do not upgrade an item simply because it rolled a high rarity tier (e.g., Legendary or Epic) if its primary stat opposes your build. A Legendary item rolled with Physical Power is worthless gold spent for a Spell Mage.
Mechanics Wipe vs. Stat Check
If you wipe to a boss because of failed telegraph dodging or arena hazard positioning, an upgrade will not save you. Master encounter mechanics first before burning gold on survival stats.
Lobby features confirmed in the current build
Creator gameplay recorded in the live Reborn build confirms the daily reward booth (logging in pays two or three free items) and the town training dummies for reading your live damage. Both are now tagged corroborated above. The only lobby function we still could not confirm is a dedicated skill-point reset — verify that flow in your own client before spending currency on a respec.