Shard Dungeons
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 |
Aggressive | Increased enemy attack speed | 1 | Yes | |
Alert | Increased aggro range | 1 | Yes | Can cause enemies to aggro through walls |
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 |
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Break It | Enemy inductions are harder to interrupt | |||
Difficult to Dodge | Enemy ranged attacks are faster | |||
Hot Foot | Standing still for more than 5 seconds applies a damage over time to players | 1 | Yes | continuing to stand still stacks the debuff any registerable movement resets the timer |
Afflicted | 1 | Yes |
Major Mutations | ||||
---|---|---|---|---|
Mutation | Effect | Appears At | Affects Boss | Notes |
Vindictive | Enemies that die give a 10% damage boost to nearby allies | No | ||
Last Stand | Below 30% health, enemies do 200% damage | No | ||
Discontent | Killed enemies drop poison pools | No | pool damage scales with enemy difficulty and elite pools deal more damage layered pools stack damage | |
Unstable | Killed enemies explode, damaging everything | No | enemies have a _ second fuse before exploding | |
Sickness | You attack can proc healing debuffs on you Stacks up to 5 times |
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Virus | One player has a stack of poison that reapplies to a random player every ? seconds | |||
Reaction Test | red sparkles spawn near players that deal damage???? | No | does negligible damage and can be ignored sparkles drop items like normal enemies | |
On Your Toes | Yellow rings spawn below players that damage players standing in them | does negligible damage and can be ignored | ||
Powered Strikes | ||||
Wild Creatures | Enemies randomly switch aggro every 20 seconds | |||
Infected | Enemy DoTs do more damage |
Brutal Mutations | ||||
---|---|---|---|---|
Mutation | Effect | Appears At | Affects Boss | Notes |
Resurrection | Enemies have a 10% chance to resurrect with full health on death | No | resurrected enemies cannot resurrect a second time | |
Shared Pain | Player deaths cause all players to take damage equal to half their max hp | No | ||
Reflective Strikes | Enemies will gain shield that reflect damage done to them | No | only one enemy can have a shield at a time |