How to Farm Dark Souls in Build a Dungeon (Roblox)
Farm Dark Souls in Roblox Build a Dungeon with hero-wave payouts, the escape menu hourly rate, Soul Booster Potions and verified redemption codes.
Published: Build a Dungeon Wiki Editorial Team
Table of Contents
What Dark Souls Are in Build a Dungeon
[GUILDS] Build a Dungeon is a Roblox simulation and tycoon game from Exploration Guild, currently in beta. Heroes spawn at a one-way entrance, follow the corridors you lay, and try to destroy your dungeon crystal. Coins buy buildings, traps and parts, while Dark Souls are the currency for monster units, so the defenders that stand in those corridors are paid for with souls.
Knowing how to build a dungeon how to farm dark souls therefore comes down to two questions: which sources actually pay souls, and how you make each of them pay more.
Soul Source
How It Works
Best Used For
Defeated hero waves
Every wave your defenses stop pays out Coins and Dark Souls. One recorded early run earned roughly 29 souls from a single wave.
The first rolls, before your hourly rate is worth much
Escape menu hourly rate
The escape menu shows Coins and souls per hour, and the figure is calculated from your highest wave.
Long sessions, and the baseline the whole farm is built on
Redemption codes
Codes hand out Dark Souls alongside Coins and booster potions.
Topping up the balance before a roll
Offline hero catching
The official game description states that monsters catch heroes offline.
Earning while you are not in the server
Soul Booster Potions
Booster potions temporarily improve what your dungeon earns.
Sessions where you plan to clear several waves
Farming Souls From Hero Waves
Heroes only walk tiles that connect, so the route you build decides how long they survive it. Recorded high-wave layouts use stone corridor pieces for the real path and wooden floor pieces as dead ends, because a hero who walks into a dead end turns around and walks back out again.
Potion Shop Stops
Heroes buy potions from every shop they pass on the way in. In a recorded run that shop income was one of the main money makers, and the stop also drags the wave through whatever you placed around it.
Treasure Room Pull
A treasure room is guaranteed to pull heroes toward it, so put it on the long route instead of beside the crystal and let the detour happen inside your defenses.
Trap Carpet
Spike traps, poison traps, bear traps, falling rocks and fire traps are placed on the corridor tiles heroes walk, while arrow traps mount on walls. Tar pits only slow heroes down, which still buys your units the time they need to finish the wave.
Fire is the trap element with a buff attached. Oil keeps a hero burning for the next three tiles and a lava floor increases fire damage, so community runs lay oil every three tiles to stop the burn from dropping off and stack the fire traps on top of it.
Hero abilities cut both ways. A thief hero disarms traps within one tile of itself, healer heroes keep the wave alive, and hero archers shoot through walls, while your own units cannot attack through a wall at all. Keep physical units on the tiles heroes must cross, ranged and magic units in open lanes behind them, and spread traps out instead of carpeting a single corridor, because one thief strips the tiles around it.
Warning
Nothing in your dungeon attacks through a wall. In a recorded run, units placed behind a wall could not touch the heroes at all, while hero archers and healers kept working through it.
Raising the Hourly Soul Rate
The escape menu is the honest scoreboard for a soul farm. A recorded run at wave 190 showed about 8,400 Coins and 385 souls per hour, and that figure is calculated from the highest wave the run had reached, so a new personal best raises every future hour of income.
Losing a run does not send you back to wave one. Recorded gameplay shows a checkpoint at wave 10, and after that builder's defense failed the next attempt opened on wave 10 rather than the first wave, which means you can keep pushing your highest wave without rebuilding your progress from scratch.
Lever
What It Changes
Evidence
Highest wave reached
The hourly Coin and Soul rate in the escape menu
A recorded run at wave 190 reported about 8,400 Coins and 385 souls per hour
Checkpoint wave
Where the next attempt starts after a failed run
Recorded gameplay shows a checkpoint at wave 10
Skill-tree nodes
Percentage upgrades to income and defense
Recorded players take gold rush and soul harvest for income, then unit damage, population, trap mastery and battlecry
Skill-tree upgrades are percentage increases rather than new abilities, and Update 6 unlocked the 2x Battle Speed upgrade earlier than before, which shortens how long a wave takes to play out.
Spending Dark Souls: Rolls, Pity and Mutations
Souls are only worth farming if they turn into defenders. Rolls supply monster units and building pieces, and recorded gameplay shows the community milestones of a Legendary at 80 rolls, a Mythic at 160, a Secret at 300 and a Divine at 2,000. Those are player-recorded milestones rather than a published table: official drop rates and pity thresholds have not been released, so check the in-game interface before committing a balance.
Update 6 added Divine and Mutation pity plus auto-roll filtering for managing the units and building pieces you keep rolling duplicates of, and the randomized three-floor Labyrinth, which runs solo or with a group and hands out chests whose rewards scale with difficulty. Update 7 moved Guilds into beta with mutation changes, trap upgrades and auto rejoin.
Mutation
Health and Damage
Dark Souls Cost
Extra Population
Golden
2.4x base
4x base
+1
Frozen
3.8x base
7x base
+2
Infernal
5.6x base
12x base
+2
Cursed
8x base
20x base
+3
Mutations raise health, damage, population and Dark Souls cost without changing attack interval, range or ability percentages, and boss units get 50% more health and damage inside a Boss Room, so where you place a boss unit matters as much as which one you bought. A recorded player pulled a Golden Bone Colossus and described the Dark Souls price as crazy expensive, so keep a mutated purchase inside the income your hourly rate and potion shops already produce instead of spending the whole balance on one roll.
Tip
Compare the price of a roll with the escape menu hourly rate. If one roll costs more than your dungeon earns in an hour, the next wave is the better place to spend the session.
Codes and Boosters That Top Up Dark Souls
Codes hand out a lump sum of souls immediately, and every code is redeemed from the same window.
[ ] Check the escape menu hourly rate before and after a layout change.
[ ] Put a potion shop and a treasure room on the mandatory hero route.
[ ] Spend souls on units that hold the tiles heroes must cross.
[ ] Redeem any new code before starting a wave-clearing session.
[ ] Confirm roll milestones and mutation prices in the in-game interface.
Frequently Asked Questions
What are Dark Souls used for in Build a Dungeon?
Dark Souls are the currency for monster units, so they pay for rolling and buying the defenders that stand inside your dungeon. Coins are the separate currency for buildings, traps and parts.
What is the fastest way to farm Dark Souls in Build a Dungeon?
Push your highest wave. The escape menu hourly rate is calculated from it, so a new personal best raises passive soul income, and codes such as 2KCCU! and DRAGONALTAR cover the gap while your wave record catches up.
Do codes really give Dark Souls?
Yes. Verified codes hand out Dark Souls alongside Coins and booster potions, and they are redeemed from the Settings window in the top-left corner of the screen.
Are the roll milestones official?
No. The Legendary at 80 rolls, Mythic at 160, Secret at 300 and Divine at 2,000 figures come from recorded gameplay. Official drop rates and pity thresholds have not been published, so confirm the current numbers in the in-game interface.
Do potion shops earn Dark Souls?
Potion shops earn Coins, not souls, because heroes pay for the potions they buy on the way in. That Coin income keeps your route long and your traps stocked, and every extra wave those defenses survive is a wave that pays souls.