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Difference between revisions of "Category:Dungeons"
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==Heroic Mode== | ==Heroic Mode== | ||
− | Originally introduced within KDnF's Second Impact Update on December 17th, 2009, Hero's Road started off a fifth difficulty that not only gave monsters a larger increase in stats and adding new champion variants, but bosses themselves are given brand new attacks during their fights. With the Global Client release of Season 7. Heroic Mode would later make | + | Originally introduced within KDnF's Second Impact Update on December 17th, 2009, Hero's Road started off as a fifth difficulty that not only gave monsters a larger increase in stats and adding new champion variants, but bosses themselves are given brand-new attacks during their fights. With the Global Client release of Season 7. Heroic Mode would later make its return now as a separate entity within the Normal Level 110 dungeons after clearing them on Slayer once per run. A certain amount of [[Adventurer Fame]] will be required to enter the Heroic' version with its own difficulties, as monsters receive a far more substantial stat boost, while carrying over certain traits to further challenge Players. |
− | To compensate for how powerful monsters are, a local weakness system is implemented all four dungeon areas, to where they'll each have a randomized and decreased resistance to a specific Element and Abnormal Status. For example; [[White Land]] on Hero-Slayer could have lowered {{IconLink|Fire Resistance}} with {{IconLink|Burn (Status)}} or [[King's Cradle]] might carry lowered {{IconLink|Water Resistance}} with {{IconLink|Freeze (Status)}}, giving players who specialize in either field the advantage. Local Weakness changes every six hours and has a daily reset at 9:00 UTC. | + | To compensate for how powerful monsters are, a local weakness system is implemented in all four dungeon areas, to where they'll each have a randomized and decreased resistance to a specific Element and Abnormal Status. For example; [[White Land]] on Hero-Slayer could have lowered {{IconLink|Fire Resistance}} with {{IconLink|Burn (Status)}} or [[King's Cradle]] might carry lowered {{IconLink|Water Resistance}} with {{IconLink|Freeze (Status)}}, giving players who specialize in either field the advantage. Local Weakness changes every six hours and has a daily reset at 9:00 UTC. |
*'''Elemental & Abnormal Resistance Reduction Values''' | *'''Elemental & Abnormal Resistance Reduction Values''' |
Revision as of 21:36, 10 November 2023
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 uses 1 Fatigue 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 Great Metastasis, monsters now have their HP scaled according to the number of Party members. However, this mostly applies for the new dungeons.
Contents
- 1 Dungeon Types
- 2 Dungeon Difficulty Settings
- 3 Heroic Mode
- 4 Rewards
- 5 Ranks
- 6 End Dungeon Experience Bonus
- 7 Raids
- 8 Advanced Dungeons
- 9 Legion Dungeons
- 10 Obsolete Dungeons
Dungeon Types
There are different types of dungeons in DFO:
- Normal: Your normal dungeons. No entry fees and few gimmicks. Defeat the boss to clear the dungeon.
- Scenario: Dungeons during Epic Quests progression. Has unique map layout and monsters depending on the current progression of the Epic Quest.
- Loop of Circulation: Dungeons that randomly generates a corresponding region's lineup, following the end of a Epic Quest's progression and excludes Scenario-based map layouts.
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. Once you have unlocked a difficulty, that difficulty is unlocked for all your characters.
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 | Expert is the second available difficulty and can be unlocked once you clear the dungeon's Normal mode with an A rank or higher. 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 | Master is the third available difficulty and can be unlocked once you clear the dungeon's Expert mode without using Life Tokens with an S rank or higher without being attacked more than 20 times. It is only available in Antwer Canyon dungeons and beyond. 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 | King is the fourth available difficulty and can be unlocked once you clear the dungeon's Master mode without using Life Tokens with an SSS rank without being attacked more than 10 times. It is only available in Antwer Canyon dungeons and beyond. Enemies have a great boost in hit rate and health while you have a large drop in hit rate. Monsters with special effects will appear more frequently than on Master. | |
Slayer | Slayer is the fifth available difficulty and can be unlocked once you clear the dungeon's King mode without using Life Tokens with an SSS rank without being attacked more than 5 times. It is only available in Time Gate dungeons and beyond. Enemies have a massive boost in hit rate and health while you have an even larger drop in hit rate. Monsters with special effects will appear more frequently than on King. As of Season 7 Act 02, Slayer is now implemented within the Level 110 Normal Dungeons. | |
- | 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. |
Heroic Mode
Originally introduced within KDnF's Second Impact Update on December 17th, 2009, Hero's Road started off as a fifth difficulty that not only gave monsters a larger increase in stats and adding new champion variants, but bosses themselves are given brand-new attacks during their fights. With the Global Client release of Season 7. Heroic Mode would later make its return now as a separate entity within the Normal Level 110 dungeons after clearing them on Slayer once per run. A certain amount of Adventurer Fame will be required to enter the Heroic' version with its own difficulties, as monsters receive a far more substantial stat boost, while carrying over certain traits to further challenge Players.
To compensate for how powerful monsters are, a local weakness system is implemented in all four dungeon areas, to where they'll each have a randomized and decreased resistance to a specific Element and Abnormal Status. For example; White Land on Hero-Slayer could have lowered Fire Resistance with Burn (Status) or King's Cradle might carry lowered Water Resistance with Freeze (Status), giving players who specialize in either field the advantage. Local Weakness changes every six hours and has a daily reset at 9:00 UTC.
- Elemental & Abnormal Resistance Reduction Values
- (Hero-Normal) -10%|-5% (Hero-Expert) -20%|-10% (Hero-Master) -30%|-15% (Hero-King) -40%|-20% (Hero-Slayer) -50% |-25%)
- Fire Resistance || Burn (Status)
- Water Resistance || Freeze (Status)
- Light Resistance || Shock (Status)
- Shadow Resistance || Poison (Status)
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).
- 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).
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
Origins Dungeons
Dungeon Zone | Level Range |
---|---|
Grand Flores | 1 ~ 16 |
Sky Tower | 17 ~ 23 |
Behemoth | 24 ~ 29 |
Aphelia | 30 ~ 35 |
Noire Ferra | 36 ~ 39 |
Mount Thunderime | 40 ~ 45 |
North Myre | 46 ~ 49 |
Mirror Arad | 50 ~ 61 |
Antwer Canyon | 63 ~ 70 |
Oceanic Express | 71 ~ 74 |
Time Gate | 75 ~ 80 |
Power Station | 81 ~ 83 |
Anton | 84 ~ 85 |
Castle of the Dead | 85 ~ 86 |
Luke's Laboratory | 87 ~ 90 |
Metro Center | 87 ~ 90 |
Harlem | 90 ~ 95 |
Final Defense Line | 95 |
Nighttime Skyscraper | 95 |
Stadium | 95 |
East Harlem | 95 |
Old Ghent Palace | 96 ~ 100 |
Roschest | 98 ~ 100 |
Abysmal Sky Tower | 100 |
Exile Mountains | 100 |
Black Purgatory | 100 |
Otherwordly Dark Side | 100 |
Lemidios' Sanctum | 100 ~ 110 |
Northpiece | 103 ~ 110 |
Destroyed Castle of the Dead | 106 ~ 110 |
Eternal Flame Lab | 108 ~ 110 |
The Meister's Laboratory | 110 |
Temporary Post | 110 |
Sky's Wish Gate | 110 |
Metastasis Dungeons
Dungeon Zone | Level Range |
---|---|
Abnova | 1 ~ 19 |
Meltdown | 17 ~ 29 |
Castaway Cave | 27 ~ 57 |
Inverted Waterfall | 37 ~ 48 |
Iced Wall of Resignation | 46 ~ 56 |
Antwer Canyon | 55 ~ 66 |
Oceanic Express | 64 ~ 70 |
Time Gate | 70 ~ 81 |
Power Station | 79 ~ 86 |
Castle of the Dead | 85 ~ 88 |
Metro Center | 86 ~ 90 |
Metastasis Side Dungeon Zones
Dungeon Zone | Level Range |
---|---|
Golden Road | 25 ~ 86 |
Valley of Fallen Souls | 40 ~ 70 |
Dark Elf Ruins | 40 ~ 86 |
Another Arad | 55 ~ 86 |
Suju Tournament Field | 69 ~ 86 |
Interdimensional Rift | 70 ~ 86 |
Mt. Kulun | 84 ~ 86 |
Time Gate - Requiem | 85 ~ 88 |
Anton | 85 ~ 100 |
Luke's Laboratory | 90 ~ 110 |
Pandemonium Junction | 90+ |
Pre Metastasis Dungeons
Dungeon Zone | Level Range |
---|---|
Lorien | 1 ~ 2 |
Grand Flores | 2 ~ 17 |
Sky Tower | 16 ~ 28 |
Behemoth Sanctuary | 27 ~ 39 |
Noire Ferra | 37 ~ 42 |
Mount Thunderime | 42 ~ 57 |
Slums | 40 ~ 54 |
Temple of Apostasy | 46 ~ 50 |
North Myre | 48 ~ 67 |
Moonlight Tavern | 49 ~ 52 |
Citadel | 52 ~ 56 |
Antwer Canyon | 57 ~ 62 |
Otherverse | 65 ~ 70 |
Oceanic Express | 64 ~ 71 |
Hill Vale | 20 ~ 60 |
Valley of Fallen Souls | 20 ~ 70 |
Suju Tournament Field | 70 ~ 70 |
Raids
Added in a Global Server update during 2016, Raids in DFO are generally depicted as high-scaled, endgame content that comes in several phases, eventually culminating with Boss fights, and introduces multiple mechanics. Each Raid implentented has pre-requisites that are needed to be fulfilled before gaining access with either a group of 12 ~ 16 players to coordinate with one another, or solo modes within a certain time limit.
These are completely optional to participate and depending on the Raid you're choosing, they offer various rewards such as Undaunted Determinations, Monster Cards, and Materials required for upgrading your characters' equipment.
Current Raids
Dungeon Name | Level | Active | |
---|---|---|---|
Fiend War | 95 - 110 | April 2019 - Present | |
Prey-Isys Raid | 95 - 110 | September 2019 - Present | |
Sirocco the Intangible Raid | 100 - 110 | October 2020 - Present | |
Ozma of Chaos Raid | 100 - 110 | October 2021 - Present | |
The Machine Revolution: Total War | 110 | February 2023 - Present | |
The Machine Revolution: Bakal Raid | 110 | April 2023 - Present |
Removed
- Anton Raid: September 2016 - June 2019
- Luke Raid: September 2017 - April 2020
Advanced Dungeons
Introduced within July 2022's The Next Journey update, Advanced Dungeons are newer endgame content that allows players to obtain all sorts of Level 105 Epic/Legendary/Unique Equipment by exchanging Play Points or Golden Beryls, which can be used to purchase Admission Tickets depending on it's difficulty and required Adventurer Fame amount, alongside various rewards which can be collected.
Current Advanced Dungeons
Dungeon Name | Level | Active | |
---|---|---|---|
Noblesse Code | 110 | July 2022 | |
Noblesse Code: Dusk | 110 | May 2023 | |
Destroyed Castle of the Dead (Advanced) | 110 | July 2022 | |
The Meister's Laboratory | 110 | September 2022 |
Legion Dungeons
Released and introduced to the Global Server in November 2022, Legion Dungeons are content that functions similarly between a Raid and Advanced Dungeon in which, either you or a party of four players can team up and battle through a series of four or more bosses in their respective dungeons within a certain time limit. Doing so successfully will offer numerous rewards in return.
Current Legion Dungeons
Dungeon Name | Level | Active | |
---|---|---|---|
Ispins, The Usurped Lands | 110 | November 2022 | |
The Archmage's Hall of Dimensions | 110 | May 2023 |
Obsolete Dungeons
With the beginning of 2018's The Origin and leading up to future updates, any past or present content that was previously featured throughout DFO's Global Client that is considered outdated and no longer required, will be phased out in favor of adding in newer additions for leveling or gearing purposes.
Season 4
- Otherverse - Entry level endgame dungeons. They have entry restrictions and have gimmicks in nearly every room. Notably hard due to many rooms causing Instant Death if not cleared correctly. Otherverse dungeons operate off of Exorcism Parameter and drop Chronicle gear, including set pieces which grants powerful set bonuses. Otherverse dungeons use the Infinite difficulty system, allowing the player to access a higher difficulty for each difficulty cleared.
- Ancient - Endgame 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 equipment not found elsewhere. There are Limited quests which require Ancient dungeon runs, and will reward with materials used to buy Legendary equipment. Ancient dungeons use the Infinite difficulty system, allowing the player to access a higher difficulty for each one cleared.
- Special Dungeons: Previously, The final dungeon of each dungeon area (with the exception of Mt. Kulun). Requires 8 FP to enter, but does not use any more FP while traversing through the dungeon. There are minor gimmicks in certain rooms depending on the dungeon. Clearing the dungeon for Feat quests will net a special title.
- Some of these dungeons have either been relegated to Scenario-only, or removed entirely.
Season 5
- Anton - Was considered at one point, to be the highest difficult endgame dungeon. Anton required a great understanding of mechanics for each boss fight, coupled with high levels of equipment, in order to get through. The Five Normal Anton dungeons must be done in a specified order, starting with Source of the Black Smoke and ending with Black Volcano. There is a 12 Life Token Usage Restriction for each dungeon that is shared with party members. Normal Anton monsters do not scale according to the amount of people in the party, thus advocating 4 player parties. Normal Anton monsters only drop loot once per FP reset (at 9:00 UTC).
- In June 2019's Operation: Hope update, all contents related to Anton Raid (Normal & Solo Mode) were removed and turned into Anton Subjugation.
- Tower of Despair - Replaced with Pit of Incarceration as part of the Soldoros's Decision update.
Season 6
- Interdimensional Rift - Entry level endgame dungeons. Essentially a merged version of both Otherverse and Ancient dungeons. Farm both chronicle gear and materials for purchasing Ancient legendary gear here. Has three difficulty settings and can be entered 5 times per day per character. Interdimensional Rift dungeons do not consume FP and don't count as clearing an optimal level dungeon.
- In April's 2020 Ascension Update, everything related to Otherverse were removed entirely.
- Luke's Laboratory - Luke Normal dungeons followed a similar structure with Anton, in which five dungeons are required to be cleared in a specified order, starting from Sanctuary of Birth and ending with Solium Machina, while learning the mechanics for each boss fight encountered and offering it's own respective rewards upon being cleared.
- In April's 2020 Ascension Update, all contents related to Luke Raid (Normal|Solo|Hard Mode) were removed and turned into Luke Subjugation.
Season 7
Other
- Abysmal Arena - A Japan/China exclusive Valley of the Fallen Souls Tower that was brought over for Nexon-DFO's final update, Abysmal Amphitheater. Abysmal Arena is essentially a boss-rush styled dungeon that challenges players with tougher versions of monsters they've face in past and present dungeons, and would be rewarded to purchase Boss Unique weapons. This Tower was never seen again as of the current Global Client.
Subcategories
This category has the following 43 subcategories, out of 43 total.
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Pages in category "Dungeons"
The following 34 pages are in this category, out of 34 total.