Dungeons are instanced maps that are found in various locations around the world. New instance is created for every player or party who enters the instance. When dungeon is cleared, it gives loot or drops for players. The creatures found within these maps tend to be harder than their average counterparts and there tend to be stronger boss BAMs that occasionally have unique mechanics to challenge players.

Dungeon mechanicsEdit

Dungeons feature things called mechanics or Special Attacks. On low level leveling dungeons mechanics are rare or insignificant, but not unheard of.

For example Trayzadius in Necromancer Tomb running to middle of room and summoning spikes from floor that hurt and knock down players is example of early dungeon mechanics. Or Mutated Kaidun placing hurting puddles on floor in same dungeon.

In Golden Labyrinth the Kumas boss Berylheart goes to sit middle of room, casts a shield on himself and summons servants to heal him. That the healer can disspell boss' shield is example of mechanics that is not apparent but has to be read from guide or learnt by experience.

Some dungeons that were previously part of endgame have more complex mechanics. Kelsaik's Nest proved so hard for leveling players it was later adjusted and most mechanics removed. Argon story dungeons Argon Corpus and Manaya's Core still have old mechanics, but are run-through with current gear.

Recurring mechanics include:

  • Shield Phase, boss casts a shield, that must be broken within time limit, or party wipes or boss gets buff, which makes fight harder. Shields appear least in Lilith's Keep, Shadow Sanguinary, RK-9.
  • Cage, part of room around boss get transparent walls. Players outside die, inside cage AOE attacks happen, that form sectors (pizza slides) or circles. Cage mechanics happen in Bathysmal Rise, Sky Cruiser Endeavor, Shadow Sanguinary. A push attack may precede Cage.
  • Carpet, floor gets changing chessboard pattern with AOE attacks on red parts. Happens in Forsaken Island, Demokron Factory.
  • Alternating debuffs, player gets debuffs, which kills him within time limit, or if he gets same debuff again. He can survive with taking other debuff within time. Originally in Kelsaik's Nest, where Kelsaik's Ice or Fire debuff kills player within 2 minutes, unless they change it to other debuff. Manaya's Core took this mechanics to extreme with three different debuffs three players had to take and had to cycle through. Also happens in Ruinous Manor.

Certain boss fights have separate meter that ticks from zero to 100 and special attack happens when meter reaches 100. This is best know from Lilith's Keep second boss, who at 100 stucks all players on floor and unleashes powerful AOE attack, that might kill them unless healer cleans all players so they can escape or casts a shield to absorb part of damage.

There are also certain dungeons where healers must know mechanics and Plague or Regress boss at right time to cancel boss mechanics which would wipe the party. These dungeons include least Lilith's Keep hard mode and Velik's Hold hard mode. Although this mechanics exists already in Ravenous Gorge where healer can remove buff from bosses that gives them more defense. This mechanics is used to give parties with healer faster way to clear the dungeon, since healer classes have lower damage.

List of Permanent dungeonsEdit

Dungeon Name Level Range Location
Bastion of Lok 20-24 Southern Arun
Sinestral Manor 26-30 Southern Arun
Saravash's Ascent 32-36 Southern Arun
Cultists' Refuge 35-40 Southern Arun
Necromancer Tomb 41-47 Southern Shara
Golden Labyrinth 48-53 Southern Arun
Akasha's Hideout 48-53 Southern Arun
Saleron's Sky Garden 53-57 Southern Shara
Labyrinth of Terror 57-58 Northern Shara
Ebon Tower 58-59 Northern Shara
Kelsaik's Nest 58-60 Northern Shara
Argon Corpus 60- Northern Shara
Manaya's Core 60- Northern Shara
Balder's Temple 60- Southern Shara
Sabex Armory 61- Northern Arun
Macellarius Catacombs 64- Northern Arun
Echoes of Aranea 65 Northern Arun
Ghillieglade 65 special/Southern Arun

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