Dungeons
36 dungeons, each with its own entrance, its own boss and its own loot. They run as instances: the party that enters gets a private copy of the place, and nobody else can walk into it.
Four tiers
| Tier | What it is |
|---|---|
| 1 | level 15+ |
| 2 | level 21+ |
| 3 | level 40 |
| 4 | level 40 raids |
The dungeon window lists 29 of them. For each one it shows the minimum and maximum level, a suggested party, the experience it pays for finishing it, and the cooldown before you can run it again.
- Experience for finishing: 3,500 to 25,000, set per dungeon.
- Cooldown: 3 hours (tier 1), 6 hours (tier 2), 9 hours (tier 3), 12 hours (raids).
The other 7 dungeons are not in the window. They have a 30-minute cooldown, and 2 of them are locked to a faction.
A dungeon running an event can have a different cooldown for the duration. The event can also cap how many players a run may have, cap the level, or restrict the gear you bring.
Your instance
- It is bound to the party that opened it, and to your character.
- You may destroy your own instance from the window while all of these are true:
- nothing in it has been killed or triggered
- it was opened less than 5 minutes ago
- nobody is inside
- An instance nobody is in is cleaned up after 45 minutes, or 1 minute after its final boss is dead.
- A corpse left inside does not stay there: it is moved to your faction's graveyard when the last member leaves.
- In a level 40 or raid instance carrying at least one hardcore character, only an admin may teleport in.
Boss fights
Every dungeon's final boss has mechanics of its own. Raids are the exception: they share the standard set below.
The three stages
A boss gets harder as the fight goes on. The stage depends on its healing potions first and its health second.
| Stage | What has to be true | What it does |
|---|---|---|
| First | it still has healing potions left | simple mechanics, while you deal with its allies |
| Second | its potions have run out | harder, more frequent |
| Third | potions gone AND at or below half health | everything it has, until it dies |
A boss at 40% health that still has potions is still in its first stage. An undead boss counts its self-Harm uses instead of potions.
The standard mechanics
One is chosen and runs for a while, then another is picked at random. A mechanic can come up again in the same fight. Each has a range, outside which you are not a target.
- Spell AoE (area of effect) under the players - Acid Fog, Blade Barrier, Cloudkill, Incendiary Cloud, Wall of Fire. At most one per player.
- Circle of damage under the players. A warning glyph appears under each player in range. A moment later the glyph goes and the ground explodes. The damage type is rolled once at the start of the fight and stays the same all the way through, so damage resistance against it works for the whole fight.
- A protector. A creature appears near the boss. While it lives the boss takes no damage and no effects - circling shields show it. This mechanic fires once per fight.
- Exploding chasers. One creature, two in a raid, picks a player and follows them until it reaches them.
- Pulsing pillars under the players.
- Ancestral prison (raids only). Once imprisoned, the boss comes for you.
- Mass helpers. Some bosses spawn waves of creatures, repeatedly, up to a limit on how many can be alive at once.
- Damage to everyone in range, every round (6 seconds). Damage resistance works against it.
Some bosses run combinations of these rather than one at a time.
The room resets
Each boss room has a perimeter marked by small fires. If the boss is taken outside it, the room resets.
After 5 resets of the same fight in the same instance, the creatures in it can no longer roll as unique.
When a boss with mechanics dies, everything it made - helpers, pillars, protectors - dies with it.
Berserk (raids only)
If a raid boss is still alive 20 minutes into the fight, it goes berserk: +20 attack bonus, more damage, and +2 attacks per round. Warnings are shown before it happens.
Voting someone out
A run can vote to remove a member. The yes votes have to be more than the no votes and the members who did not vote put together. A member who does not vote counts against the kick. Someone kicked while offline is put back at the dungeon entrance.
