Shard Dungeons
A shard dungeon is a more difficult variant of an existing dungeon with enemies at or above level 30. Additionally, upon using a shard a 30 minute timer will start and a completion percentage will be displayed. If both bosses are defeated and enough enemies are killed to complete the dungeon within the time limit the shard will gain a level. If the dungeon is completed in less than 15 minutes the shard will gain 2 levels. If the timer hits 0 before both boss chests have spawned and 100% completion the shard will go down 2 levels and disappear if below level 1. 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. Dungeons can be completed after the time has elapsed to still gain loot but mob groups respawn after an hour and may need to be recleared to reach the boss.
The shard returned at the end of the dungeon and all gear dropped are temporarily tradable between party members while still within the shard. Gear above one's level will apply stats equal to gear of the character level in addition to the + bonus and will scale as they level. ex: 30+2 gun used by a lvl 18 scoundrel counts as a 18+2 (lvl 20) gun.
Shard Tier | Gear Bonus | 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 |
+3 or higher Weapons will have affixes(link here)
Any legendary weapon that drops in a level 15 shard is a +6
Shards are dropped by bosses in unsharded dungeons. 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 before starting each dungeon. 2 shards will drop in a dungeon if a player waits to open both boss chests until both bosses are dead.
In addition to the timer shard dungeons also have mutations which greatly increase the difficulty of the dungeon.
Minor mutations remain active during boss fights while Major and Brutal Mutations do not unless otherwise stated. All major and brutal mutations rotate each week and remain constant across all shards for that week.
Shard Tier | Minor | Major | Brutal |
---|---|---|---|
1-3 | 1 | 0 | 0 |
4-6 | 2 | 0 | 0 |
7-9 | 2 | 1 | 0 |
10 | 2 | 1 | 1 |
11-12 | 2 | 2 | 1 |
13-14 | 3 | 3 | 1 |
15 | 3 | 3 | 2 |
Minor Mutations | |||
---|---|---|---|
Mutation | Effect | Notes | |
Aggressive | Increased enemy basic attack speed | ||
Alert | Doubled enemy aggro range | Can cause enemies to aggro through walls | |
Dumbfounded | Reduced ultimate charge rate | ||
Indecisive | Less threat generation | ||
Mobile | Doubled enemy movement speed | ||
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 require 2 interrupts | Does not affect bosses | |
Difficult to Dodge | Enemy ranged attacks are faster | ||
Hot Foot | Standing still for more than 5 seconds applies a damage over time to players | Continuing to stand still stacks the debuff Any registerable movement resets the timer | |
Afflicted | |||
Weakened | |||
Major Mutations | |||
Mutation | Effect | Notes | |
Vindictive | Enemies that die give a 10% damage boost to nearby allies | ||
Last Stand | Below 30% health, enemies do 200% damage | ||
Discontent | Killed enemies drop poison pools | Pool damage scales with enemy difficulty and elite pools deal more damage Layered pools stack damage | |
Unstable | Killed enemies explode, damaging everything | Enemies have a _ second fuse before exploding | |
Sickness | You attack can proc healing debuffs on you Stacks up to 5 times |
||
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???? | 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 | Increased projectile damage | ||
Wild Creatures | Enemies randomly switch aggro every 20 seconds | ||
Infection | Enemy DoTs do more damage | ||
Brutal Mutations | |||
Mutation | Effect | Notes | |
Resurrection | Enemies have a 10% chance to resurrect with full health on death | Resurrected enemies cannot resurrect a second time | |
Shared Pain | Player deaths cause all players to take damage equal to half their max hp | Unbending can prevent dying | |
Reflective Strikes | Enemies will gain shield that reflects damage done to them | Only one enemy can have a shield at a time |