Location: Rookborne Basin
Min Level: 45 (Recommended 50+)
Party Size: 5
This dungeon has a minimum level of 45 to enter, however all the creatures are level 50. I do not recommend bringing a level 45 to this dungeon. This dungeon will require a lot of coordination of all members. Make sure you have an effective way to communicate with your team.
Chamber 1[edit | edit source]
As you enter the first Chamber, the trash isn't particularly difficult. Focus down the Academy Apprentices first because they do AoE magic damage with an animation that looks similar to the arcane missiles in WoW. The apprentices will drop pouches that you can throw at the giant mushrooms in the room. Destroying these will open a path to your left or to your right. Don't try to walk through the flame walls, they do instant lethal damage.
Tunnel[edit | edit source]
Navigate through the tunnels. The Flame jets from the ground don't do a lot of damage, but can be annoying for your healer if you're standing in them.
Chamber 2[edit | edit source]
(Left and Right)
There are nothing special about these rooms. You can skip a group or two here if you wish to proceed to the next chamber faster, or kill them for more loot.
Before entering the boss room you will encounter a Nightmare Walker circling an object. Burst the nightmare Walker down and the room will fill with Carnivore eggs. You will about 60 seconds to destroy all the eggs. Any eggs not destroyed will hatch into a Putrid Demon (The fat guys).
First Boss - Karim the Undying[edit | edit source]
Basic Attack: Physical damage
Shield Bash - Stuns the target with a shield bash briefly
Arcane Pillar - Summons a pillar of Arcane dealing magic damage (Shows a circle where it will be placed)
Karim's Terrible Nightmare - Frontal attack dealing massive damage. Side-step during the cast time to avoid
Summon Karim's Axe: Karim's ethereal axe is summoned and will attack a random party member. Upon death, you may pick up the axe to end a party member's nightmare.
Terrible Nightmare - One party member will randomly become immoblized and gain the debuff "Terrible Nightmare" Effect ends when Karim's Axe is thrown at the target.
Karim's Nightmare Creation - Creates a red circle on the floor, slowing targets in the circle. After a brief time, swords of light will rain down on any member still in the circle
Karim's Summon - Summons 2-3 Nightmare Warriors that do moderate amounts of damage
Karim's Earth Storm - Frontal Attack dealing extremely high amount of damage. I have died at full HP (16k+) from one hit. Has a cast time, side-step to avoid K.O.
Multi-Arcane Pillar - Summons several arcane pillars around the room, move away from the magic circles to avoid damage.
Tank: Fight Karim on his mound. Kiting the boss will not work. Call out Earthstorm, Karim's Nightmare, and if you receive terrible nightmare debuff. Focus on the boss and let the DPS handle any adds. Redoubt, Battle Focus, and Invincibility will help out your healer's mana pool.
DPS: Conserve mana for the summons. Kite the summons around the room to avoid as much damage as possible. Use the Axe on any members who have the Terrible Nightmare debuff, and call out your own nightmares. Avoid facing the boss if possible.
Healer: Keep your tank healthy, this will help if you get the nightmare debuff because you will not be able to heal until woken. Gather your DPS for group heals to conserve mana after killing adds. Avoid facing Karim.
Karim can seem like a really difficult boss until you can understand the mechanics of the fight. He has a lot of different abilities, and the key to winning is understanding what they do. Once you get into a rhythm the fight becomes much easier.
Second Boss - Sprigg, Master Tinkerer[edit | edit source]
The two mechanics to watch out for are a chaining magic attack, and a giant toy summon that explodes after a timer. Warning: this boss has a lot of adds, and prioritizing them will be very important.
LETHAL: Chaining Magic Orb - At regular intervals the boss will mark a target, shown by a flashing arrow over their head. He'll then launch a glowing ball at them which on connecting will bounce in the direction of another party member. The initial hit hurts but is easily survived; the bounce attack is the one to look out for. For this reason the whole party will want to be somewhat spread out, and when a target is marked give them as much space as possible. If you have space between you the orb is easily dodged, since upon bouncing it becomes a slow-traveling projectile going in a straight line. Note: The boss will occasionally Lasso all party members toward him, and immediately cast chain orb. Split apart as soon as possible and avoid the bounced orb as normal.
LETHAL: Bomb Toy Countdown - A couple times during the fight a large toy will spawn. FOCUS IT DOWN ASAP. If allowed to live long enough it explodes, dealing massive damage to everyone.
Aside from those two, the boss uses a lot of telegraphed AoE attacks. Avoid all the shiny things to live, keep the boss focused on tank, and have DPS kill adds as they pop up.
Third Boss - Siranus the SoulStealer[edit | edit source]
[Giant Clay Golem - name needed]
Like the first two, this boss has a mechanic that will do near-instant lethal levels of damage if not handled properly, and otherwise does respectable levels of mostly avoidable AoE damage. He also has an invulnerability mechanic that requires you to pay attention to the shape of the ceiling.
LETHAL: Ring of Fire - A party member will get cursed at random, slowing them and stunning after a few seconds. Once stunned fire will appear around them. When this happens, DO NOT MOVE until the fire goes out, and allies will need to be careful not to run into the flames. Touching the fire causes a damage-over-time debuff that cannot be purged, and that kills in seconds no matter how much HP you have. The curse marks the target with an arrow over their head, so whenever you see that just stay away/stop moving and you'll be fine.
BOSS IMMUNITY: Enraged - After some time the boss will be covered in red, take greatly reduced damage, and deal increased damage. To counter this, look for explosives laying around on the ground. They're used to blow up stalactites on the cave ceiling, which fall and stun the boss to knock it out of rage mode. The boss must be lured over to the explosives (and under the stalactites) for this to work.
The rest of the boss is fairly standard damage effects, with the most dangerous being a fiery charge attack dealing high AoE damage. If the tank keeps aggro they'll take the hit, and everyone else can avoid it by not standing in front of the boss.
Final Boss - Fire and Lava Pit [boss name needed][edit | edit source]
[Fire and Lava Pit - name needed]
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Above all else, this fight you're trying to survive the arena, which inflicts continuous amounts of area damage. Bodies will fall from the ceiling to do damage, fire comes up from below (and from the boss), and the room will fill with lava. Knowing where to stand will be the key to success (and survival).
Falling Corpses - Just try to avoid them as best you can.
Fire from Below - The arena is a circle split into four quadrants. It fills with fire one quadrant at a time, which means that in order to avoid the fire you have to pay attention to which one is lighting up, and be ready to quickly move to another section. The arena is never completely aflame, so paying attention here will save a lot of damage and let your healer focus on the tank.
The Floor is Literally Lava - A fire elemental will spawn in the center of the arena and Lasso everyone to it. Ignore the elemental and get to the edge of the arena ASAP because the lava below the arena will rise and fill the center. Stay on the outer ledges until the lava drains away. During this section it will be tough to avoid AoEs from the boss, so try to all go to the same side of the room to stay within range of your healer(s).