Difference between revisions of "Shard Dungeons"
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− | A shard dungeon is a more difficult variant of an existing [[Dungeons|dungeon]] with enemies at or above level 30. Shards dungeons range in difficulty from tier 1- | + | A shard dungeon is a more difficult variant of an existing [[Dungeons|dungeon]] with enemies at or above level 30. Shards dungeons range in difficulty from tier 1-15 based on the shard used to invoke them and provide different tiers of rewards based on difficulty, all of which are now temporarily tradable between party members while still within the shard (including the shard itself). |
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
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| 1-3 || +1 || Shard Style A | | 1-3 || +1 || Shard Style A | ||
|- | |- | ||
− | | 4- | + | | 4-7 || +2 || Shard Style A |
|- | |- | ||
| 7-9 || +3 || Shard Style B | | 7-9 || +3 || Shard Style B | ||
|- | |- | ||
− | | 10 || +4 || Shard Style B | + | | 10-12 || +4 || Shard Style B |
+ | |- | ||
+ | | 13-15 || +5 || Shard Style B | ||
|} | |} | ||
− | Shards are acquired from defeating a boss in a normal difficulty variant of any dungeon. | + | Any legendary weapon that drops in a level 15 shard is a +6 |
+ | |||
+ | Shards are acquired from defeating a boss in a normal difficulty variant of any dungeon. Shards will only appear in boss chests if the currently equipped class upon boss death is level 30 and there are no shards in the players inventory. Shards can be accumulated by a player if they are stored in the player house storage chest before starting a dungeon and each dungeon boss will drop a shard if a player waits to open both boss chests until both bosses are dead. | ||
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! style="text-align: center; font-weight:bold;" | Mutation | ! style="text-align: center; font-weight:bold;" | Mutation | ||
! style="text-align: center; font-weight:bold;" | Effect | ! style="text-align: center; font-weight:bold;" | Effect | ||
+ | ! style="text-align: center; font-weight:bold;" | Appears At | ||
+ | ! style="text-align: center; font-weight:bold;" | Affects Boss | ||
+ | ! style="text-align: center; font-weight:bold;" | Notes | ||
|- | |- | ||
− | | Alert || Increased aggro range | + | | Alert || Increased aggro range || 1 || || |
|- | |- | ||
− | | Dumbfounded || Reduced ultimate charge rate | + | | Dumbfounded || Reduced ultimate charge rate || 1 || || |
|- | |- | ||
− | | Indecisive || Less threat generation | + | | Indecisive || Less threat generation || || || |
|- | |- | ||
− | | Mobile || Increased movement speed | + | | Mobile || Increased movement speed || 1 || || |
|- | |- | ||
− | | Strong Willed || Reduced magical damage | + | | Strong Willed || Reduced magical damage || || || |
|- | |- | ||
− | | Thick Skinned || Reduced Physical Damage | + | | Thick Skinned || Reduced Physical Damage || || || |
|- | |- | ||
− | | Unprepared || Initial attack does increased damage<br>Proceeding attacks do reduced damage | + | | Unprepared || Initial attack does increased damage<br>Proceeding attacks do reduced damage || || || |
|- | |- | ||
− | | Break It || Enemy inductions are harder to interrupt | + | | Break It || Enemy inductions are harder to interrupt || || || |
|- | |- | ||
− | | Difficult to Dodge || Enemy ranged attacks are faster | + | | Difficult to Dodge || Enemy ranged attacks are faster || || || |
|} | |} | ||
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! style="text-align: center; font-weight:bold;" | Mutation | ! style="text-align: center; font-weight:bold;" | Mutation | ||
! style="text-align: center; font-weight:bold;" | Effect | ! style="text-align: center; font-weight:bold;" | Effect | ||
+ | ! style="text-align: center; font-weight:bold;" | Appears At | ||
+ | ! style="text-align: center; font-weight:bold;" | Affects Boss | ||
+ | ! style="text-align: center; font-weight:bold;" | Notes | ||
|- | |- | ||
− | | Vindictive || Enemies that die give 10% | + | | Vindictive || Enemies that die give a 10% damage boost to nearby allies || || || |
|- | |- | ||
− | | Spore || Exploding poison mushrooms spawn on mobs | + | | Spore || Exploding poison mushrooms spawn on mobs || || || |
|- | |- | ||
− | | Last Stand || Below 30% health, enemies do 200% damage | + | | Last Stand || Below 30% health, enemies do 200% damage || || || |
|- | |- | ||
− | | Discontent || Killed enemies drop poison pools | + | | Discontent || Killed enemies drop poison pools || || || |
|- | |- | ||
− | | Unstable || killed enemies explode, damaging everything | + | | Unstable || killed enemies explode, damaging everything || || || |
|- | |- | ||
− | | Sickness || You attack can proc healing debuffs on you<br>Stacks up to 5 times | + | | Sickness || You attack can proc healing debuffs on you<br>Stacks up to 5 times || || || |
|- | |- | ||
− | | Resurrection || Enemies have a chance to resurrect with full health on death<br>(Tier 10 shards only) | + | | Resurrection || Enemies have a chance to resurrect with full health on death<br>(Tier 10 shards only) || || || |
|- | |- | ||
|} | |} |
Revision as of 22:51, 4 August 2020
A shard dungeon is a more difficult variant of an existing dungeon with enemies at or above level 30. Shards dungeons range in difficulty from tier 1-15 based on the shard used to invoke them and provide different tiers of rewards based on difficulty, all of which are now temporarily tradable between party members while still within the shard (including the shard itself).
Shard Tier | Level | Style |
---|---|---|
1-3 | +1 | Shard Style A |
4-7 | +2 | Shard Style A |
7-9 | +3 | Shard Style B |
10-12 | +4 | Shard Style B |
13-15 | +5 | Shard Style B |
Any legendary weapon that drops in a level 15 shard is a +6
Shards are acquired from defeating a boss in a normal difficulty variant of any dungeon. Shards will only appear in boss chests if the currently equipped class upon boss death is level 30 and there are no shards in the players inventory. Shards can be accumulated by a player if they are stored in the player house storage chest before starting a dungeon and each dungeon boss will drop a shard if a player waits to open both boss chests until both bosses are dead.
Enemies in shard dungeons will have mutations. XXX number of minor mutations occur at XXX tiers
Additionally, the major mutations will rotate each week and remain constant across all shard for that week.
Tier 10 shards can have a resurrection mutation, allowing a chance for non-elite and non-boss enemies to randomly resurrect with full health.
Minor Mutations | ||||
---|---|---|---|---|
Mutation | Effect | Appears At | Affects Boss | Notes |
Alert | Increased aggro range | 1 | ||
Dumbfounded | Reduced ultimate charge rate | 1 | ||
Indecisive | Less threat generation | |||
Mobile | Increased movement speed | 1 | ||
Strong Willed | Reduced magical damage | |||
Thick Skinned | Reduced Physical Damage | |||
Unprepared | Initial attack does increased damage Proceeding attacks do reduced damage |
|||
Break It | Enemy inductions are harder to interrupt | |||
Difficult to Dodge | Enemy ranged attacks are faster |
Major Mutations | ||||
---|---|---|---|---|
Mutation | Effect | Appears At | Affects Boss | Notes |
Vindictive | Enemies that die give a 10% damage boost to nearby allies | |||
Spore | Exploding poison mushrooms spawn on mobs | |||
Last Stand | Below 30% health, enemies do 200% damage | |||
Discontent | Killed enemies drop poison pools | |||
Unstable | killed enemies explode, damaging everything | |||
Sickness | You attack can proc healing debuffs on you Stacks up to 5 times |
|||
Resurrection | Enemies have a chance to resurrect with full health on death (Tier 10 shards only) |