Difference between revisions of "Dungeons"

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m (Removed "goblin boss". AFAIK there is The Fog, and possibly somethng in the annex, and "goblin boss" was probably refering to Agalpa.)
m (Dungeon Progression: Added missing dungeon.)
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| 6 || [[Deathtrap Dungeon]] ||  align="center"|50 || ??? || [[Serbule]] || One of the better looking and also deadly dungeons...
 
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| 6 || [[Winter Nexus]] ||  align="center"|50 || ??? || [[Sun Vale]] || A deadly dungeon for high-level players.  Can you find the Key to unlock the entrance?
 
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Revision as of 21:01, 9 December 2014

Dungeons are where quests take place, bosses reside, and high level gear is obtained from. Dungeons are generally harder than most other content in the game and provide some of the best rewards.

No Instancing

As of the alpha dungeons are not instanced which really sets apart this game from current "modern" MMOs. Whether you are soloing or teaming up with fellow players, the experience is of one shared world which creates stronger social interactions between players.

Looting

Loot on all enemies (except Elites) is also not instanced, meaning once somebody loots a corpse the loot is gone. This can cause a little grief sometimes but keep in mind the loot is plentiful and enemies respawn very quickly!

Consider not burying corpses in dungeons. In theory leaving corpses behind should make them respawn a little slower, which can help when soloing. In a group, please remember that burying a corpse gets rid of the loot. If you don't want loot on a corpse, leave it so another player may loot it.

Trains

Veteran MMO players will remember the infamous trains from classic MMO EverQuest. A "train" happens when a player flees danger in a dungeon, and the enemies chasing the player come in sight of other unsuspecting players who are then attacked. This problem is fairly minimal at present in Project: Gorgon because the enemies don't pursue very far, but be aware that the mechanics allow for it. Don't be angry at other players! It is simply the mechanics of the game, and it could be argued it makes things a little more... interesting. As there is no experience penalty and also no loss of levels in the game (so far), a train will at worst cause your character to respawn in the entrance of the dungeon.

Dungeon Progression

A list of dungeons currently implemented, in rough order of progression. Keep in mind difficulty varies depending if you play a AOE build, if you are soloing or grouped, what skills and type of damage you use, etc.

??? indicates that the information is incomplete, just so you know there may be bosses there, etc.
Diff.: approximate difficulty.
Diff. Dungeon Lvl Boss(es) or
Boss-like Foe(s)
Parent Zone Miscellaneous
0 Tutorial Cave 1 Maronesa * Serbule * Note that the boss is much higher level, you will have to come back later to defeat her!
1 Serbule Sewers 5 - Serbule Fun little dungeon for newbie players, infested by rats and spiders.
2 Serbule Crypt 15 Nameless GuardianUrsulaKhyrulek Serbule Necromancy can be learned in this dungeon (you may need help as this is deeper in the dungeon).
3 Myconian Cave 25+ GretaTidalTremor Serbule Good place to stock up on mushrooms, hard to solo at low level due to high population and respawn rates as well as wandering mobs
4 Under the Hand ??? SherzatThe Big Slime Serbule Good place to farm XP for your secondary skills. Good for leveling skinning and butchering too due to lots of pigs.
4 Goblin Dungeon 20+ Agalpa Eltibule Densely populated dungeon with high respawn rate, entrance is soloable.
5 Kur Tower 40  ??? Kur Mountains Affectionately known as "farmville" by high level players.
6 Boarded up Basement ??? Xegatis Eltibule This dungeon not not recommended for solo play.
6 Wolf Cave 50  ??? ... Is meant to be one of the harder dungeons currently in game.
6 Deathtrap Dungeon 50  ??? Serbule One of the better looking and also deadly dungeons...
6 Winter Nexus 50  ??? Sun Vale A deadly dungeon for high-level players. Can you find the Key to unlock the entrance?