Difference between revisions of "Dungeons"

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(Removed some opinions and improved phrasing. Added quote.)
 
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__NOTOC__ [[Category: Mechanics]]
 
__NOTOC__ [[Category: Mechanics]]
[[Dungeons]] are where quests take place, [[:Category:Bosses|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.
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''Dungeon''' is a common name for caves, castles, abandoned ruins, and otherworldly realms accessible across [[Alharth]] and beyond. While many [[Dungeons]] have a long-forgotten history, others are homes of sentient Monstrous Races, recently abandoned Council structures, or natural caverns. Adventurers should usually prepare for hostiles, although occasionally paradise and friends can be found. Caves overflowing with Undead, Wolf Dens, and unusually smart insect dwellings are common sights across the continent.
 
 
===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.
 
  
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Only experienced adventurers should seek out [[Dungeons]], prepared for the [[Bosses]], traps, and deadly puzzles within. Loot and lost abilities can be discovered in dungeons, some dangerous enough that a party of adventurers should brave the mysteries together.
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== Dungeon Mechanics ==
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=== No Instancing ===
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[[Dungeons]] in Project: Gorgon are not instanced, and players who enter a dungeon are placed on the same map as all others. In this shared world, loot is usually given to the adventurer who first damages a creature, although '''Elite''' Monsters, [[Bosses]], and World Bosses are an exception. If a player opens the loot window for a corpse and closes it without claiming anything, the loot becomes available to everyone else in the area.
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{{Quote|source= [[Game updates/2017-03-25]]|
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* When fighting elite and boss monsters, only the first group that attacks it will be able to loot it. (It will become "locked" to the first attacker's group, with a little lock icon visible to other groups to let them know.) Each member of the locked group will get their own share of treasure, just as before, but non-group members don't get any loot.
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* Solo monsters now become "open-lootable" once the original looter closes the corpse. (Meaning that any other player can take leftover loot, autopsy, bury the corpse, etc.)
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* Clicking on a boss's corpse can now dispel the boss curse even if you don't have loot permissions for the boss
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* Previously when a monster was killed, only the player who had done the highest damage to the monster was recorded as having killed it for certain purposes (such as special behavior badges). Now, anyone who did damage to the creature is counted as a killer
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}}
 
==Dungeon Progression==
 
==Dungeon Progression==
 
{{ #dpl:
 
{{ #dpl:

Latest revision as of 16:48, 15 January 2020

Dungeon' is a common name for caves, castles, abandoned ruins, and otherworldly realms accessible across Alharth and beyond. While many Dungeons have a long-forgotten history, others are homes of sentient Monstrous Races, recently abandoned Council structures, or natural caverns. Adventurers should usually prepare for hostiles, although occasionally paradise and friends can be found. Caves overflowing with Undead, Wolf Dens, and unusually smart insect dwellings are common sights across the continent.

Only experienced adventurers should seek out Dungeons, prepared for the Bosses, traps, and deadly puzzles within. Loot and lost abilities can be discovered in dungeons, some dangerous enough that a party of adventurers should brave the mysteries together.

Dungeon Mechanics

No Instancing

Dungeons in Project: Gorgon are not instanced, and players who enter a dungeon are placed on the same map as all others. In this shared world, loot is usually given to the adventurer who first damages a creature, although Elite Monsters, Bosses, and World Bosses are an exception. If a player opens the loot window for a corpse and closes it without claiming anything, the loot becomes available to everyone else in the area.

  • When fighting elite and boss monsters, only the first group that attacks it will be able to loot it. (It will become "locked" to the first attacker's group, with a little lock icon visible to other groups to let them know.) Each member of the locked group will get their own share of treasure, just as before, but non-group members don't get any loot.
  • Solo monsters now become "open-lootable" once the original looter closes the corpse. (Meaning that any other player can take leftover loot, autopsy, bury the corpse, etc.)
  • Clicking on a boss's corpse can now dispel the boss curse even if you don't have loot permissions for the boss
  • Previously when a monster was killed, only the player who had done the highest damage to the monster was recorded as having killed it for certain purposes (such as special behavior badges). Now, anyone who did damage to the creature is counted as a killer

Game updates/2017-03-25

Dungeon Progression

Dungeon Level Connects to Bosses
Amaluk Valley Cave 60 - 70 Gazluk, Fae Realm
Anagoge Records Facility 5 - 10 Anagoge, Serbule Hills Spider Cave
      Animal Nexus 30 - 35 Eltibule
      Boarded up Basement 35 - 45 Eltibule
      Borghild 40 - 45 Serbule
      Brain Bug Cave 10 - 15 Serbule
      Carpal Tunnels 25 - 35 Serbule
      Crystal Cavern 15 - 20 Serbule
      Dark Chapel 40 - 50 Eltibule
      Dungeons by Area
      Eltibule Crypt 20 - 30 Eltibule
      Gazluk Keep 70+ Gazluk
      Goblin Dungeon 20 - 40 Eltibule
      Hogan's Keep (basement)
      Kur Tower 35 - 45 Kur Mountains, Necromancer's Courtyard
          Labyrinth 55 - 65 Ilmari
          Myconian Cave 25 - 35 Serbule
          Necromancer's Courtyard 40 - 50 Kur Tower
            New Prestonbule Cave 0 Gazluk
            • None
            No-Name Cave 60 - 70 Gazluk
            • None
            Rahu Sewer 60 Rahu
              Ranalon Den 15 - 20 Serbule Hills
                  Serbule Crypt 15 - 30 Serbule, Serbule Sewers
                  Serbule Hills Spider Cave 5 - 10 Anagoge Records Facility, Serbule Hills
                      Serbule Sewers 5 - 10 Serbule, Serbule Crypt
                      • None
                      Snowblood Shadow Cave 60 - 70 Gazluk
                          War Caches 50 - 60 Ilmari
                          Windy View Cave 60 - 70 Gazluk
                              Winter Nexus 40 - 50 Sun Vale,Fae Realm
                                Wolf Cave 40 - 50 Kur Mountains
                                Yeti Cave 35 - 50 Kur Mountains