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Difference between revisions of "Category:Dungeons"

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Gives extra EXP if you are in a Party of 2 or more.  
 
Gives extra EXP if you are in a Party of 2 or more.  
 
Base XP is split evenly among party members.
 
Base XP is split evenly among party members.
This bonus effectively negates the Base XP split of having party members.
+
This "bonus" effectively negates the Base XP split of having party members.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
!style="background-color:#ddffcf; width:100px"|# of Members
 
!style="background-color:#ddffcf; width:100px"|# of Members

Revision as of 12:23, 1 April 2015

Dungeons are areas in which you attempt to find the boss room and defeat the monsters you encounter on the way. Every new dungeon room that you enter reduces 1 Blitz Point. If you enter with a party, EXP will be multiplied at the end and then split amongst all members.

Defeating the boss in the boss room will automatically finish the dungeon, all other enemies will count as defeated and give exp.

With the Rebirth patch, monsters now have their HP scaled according to the number of Party members. However, this mostly applies for the new Rebirth dungeons.

Dungeon Types

There are 4 different types of dungeons in DFO:

  • Normal: Your normal dungeons. No entry fees and few gimmicks. Defeat the boss to clear the dungeon.
  • Ancient: Much harder dungeons. They require an entry fee and have dangerous gimmicks. These dungeons usually require a strategy in order to get through them in one piece. Ancients can drop Unique items not found elsewhere.
  • Otherverse: Endgame dungeons. They have entry restrictions and have gimmicks in nearly every room. Requires a 3~4 person party to enter. Notably hard due to many rooms causing Instant Death if not cleared correctly. Otherverse dungeons operate off of Exorcism Parameter and drop Chronicle gear.
  • Tower: Refers to dungeons in the Valley of Fallen Souls. These dungeons are generally endurance matches against APCs or powerful enemies. Does not consume BP.

Dungeon Difficulty Settings

Only the normal difficulty level is initially unlocked when you gain access to a new dungeon. You must first meet certain requirements in order to unlock higher difficulty levels.

Normal Difficulty.png Normal Normal is the initial difficulty for all dungeons. To gain initial access to a dungeon you must reach the minimum level required, clear a prior dungeon, or accept a certain epic quest.
Expert Difficulty.png Expert's Expert is the second available difficulty and can be unlocked simply by clearing the normal difficulty with any rank. Enemies gain a small boost in hit rate and HP while you have a small drop in hit rate. Monsters with special effects will appear more frequently.
Master Difficulty.png Master's Master is the third available difficulty and can be unlocked once you clear the dungeon's Expert mode with a B rank or higher. Enemies have a moderate boost in hit rate and health while you have a moderate drop in hit rate. Monsters with special effects will appear more frequently than on Expert.
King Difficulty.png King's King is the fourth available difficulty and is unlocked by clearing the dungeon's Master mode with a S rank or higher. Generally the hardest difficulty for pre-60 dungeons. Enemies have a large boost in hit rate and HP while you have a high drop in hit rate. Monsters with special effects will appear in nearly every room and sometimes even in groups.
- Hell Special mode that allows you to fight powerful enemies for the chance to get Epic items. Hell Mode features a room with a pink boss icon somewhere on the map. Once you reach the icon, there will be a locked portal from Hell. Every time you hit it a monster may spawn. Once all the monsters are spawned and eliminated, hit it a few more times and then the Hell Party will spawn. See Hell Mode for more in-depth information.

Rewards

  • After the boss is defeated two rows of reward cards that might contain gold and/or equipment will appear. The number of bosses and mini-bosses that were defeated are added up and increase the chance of receiving rare items along with the gold.
    • the player will have three seconds in which to choose one card from each of the two rows (a total of two cards, one regular, one gold).
      • the player can choose to only turn over one normal card or both the normal and gold cards.
    • There is one card in each row that contains nothing regardless of how many enemies are defeated.
      • The first row's cards are free. The second row requires a gold amount that varies depending on the dungeon and is listed on the card.
    • There is a possibility of obtaining rare equipment from the cards that are unavailable elsewhere.
      • See the Dungeon Drop Guide for information about dungeon locations that might drop items in the level range you are interested in.
    • During some events, the middle row may open up, allowing for an additional card to be obtained (up to three max).

Ranks

As of Act V, your rank is now calculated by the Combo Rate. Basically, in order to get a high rank, you or your party needs to constantly keep hitting the enemies to create long combos. The longer the combo, the more the Combo Rate will grow. The higher your total Combo Rate, the better your rank.

End Dungeon Experience Bonus

Players will receive experience at the end of every dungeon. The base experience is the total experience from killing monsters. The experience is then boosted by a set percentage based on several factors:

Rank

Extra EXP is gained depending on your dungeon Rank. A higher Combo Rate increases the Rank.

Rank Bonus
F, E, D, C -
B +5%
A +10%
S +15%
SS +20%
SSS +30%

Party

Gives extra EXP if you are in a Party of 2 or more. Base XP is split evenly among party members. This "bonus" effectively negates the Base XP split of having party members.

# of Members Bonus
1 -
2 +100%
3 +200%
4 +300%

Custom Channel

Gives a 5% bonus if you're in the correct channel corresponding to a dungeon. Highlight the Channels to see what dungeons are affected by the bonus EXP.

Guild Express

Gives EXP based on the Stage of the Guild Express. Ranges from 3-10% extra EXP.

Creature

Gives extra EXP for having a Creature equipped.

Region

Gives extra EXP for being in the correct Region. You can see if you get the Regional Bonus if you switch channels and the notice pops up in the chat.

Avatar

Gives extra EXP for having Avatars equipped.

Burning Time & Growth Potion

Gives extra EXP if an Event or Growth Potion is in effect. The EXP gained is dependent on the Event or Potion used. Growth Potions will not stack with events that increase EXP gained.

Returned Hero

Gives a 20% EXP bonus if you Party with a Returned Hero.

Mentorship

Grants extra EXP if characters in the Party are in a Mentorship.

Main Dungeon Zones

Dungeon Zone Level Range
Metastatic Abunova 1 ~ 19
Meltdown 17 ~ 29
Drifting Cavern 27 ~ 57
Skyfall 37 ~ 48
Northern Shelter 46 ~ 56
Antwer Canyon 55 ~ 66
Oceanic Express 64 ~ 71
Time Gate 70 ~ 100
Power Station 79 ~ 86
Castle of the Dead 85 ~ 88

Side Dungeon Zones

Dungeon Zone Level Range
Desolace 25 ~ 86
Valley of Fallen Souls 40 ~ 70
Mirror Arad 55 ~ 86
Saint Horn 67 ~ 86
Suju Arena 69 ~ 86
Kurun-Moon 84 ~ 86
Anton 85 ~ 100

Old

Dungeon Zone Level Range
Lorien 1 ~ 2
Grand Flores 2 ~ 17
Sky Tower 16 ~ 28
Behemoth 27 ~ 39
Noire Ferra 37 ~ 42
Mount Thunderime 42 ~ 57
Slums 40 ~ 54
Temple of Apostasy 46 ~ 50
North Myre 48 ~ 67
Citadel 52 ~ 56
Antwer Canyon 57 ~ 62
Otherverse 65 ~ 70
Oceanic Express 64 ~ 71
Southern Dale 20 ~ 60
Valley of Fallen Souls 20 ~ 70
Suju Tournament Field 70 ~ 70