Please, make dark dregs as permanent separate dungeon

Hello!
With the release of the Conan Exiles UE5 update, space constraints are no longer a major issue for adding dungeons.
Also, using the same entrance to access a different location was inconsistent.
Finally, I believe it has been over six months since any events were active.
As for the “Dark Dregs” dungeon, I think it would be a good idea to make it a standalone dungeon with an entrance separate from the sewers (perhaps at the same location, but via a different set of stairs leading down). I feel that locking a dungeon behind specific event dates is a bad idea, especially now that map limits are no longer an issue.

I agree with all of your points. In fact, I was expecting something along those lines when Enhanced launched.

The idea I had in mind was more of a dungeon-within-a-dungeon approach. Imagine reaching the first chamber of The Dregs and finding a hidden passage - a staircase, a sealed door, or even a deep pit - that leads down into the Dark Dregs.

The name itself suggests that it’s a deeper, darker part of the same location, so accessing it from within The Dregs would feel natural from both a gameplay and world-building perspective.

Regardless of how players get there, I completely agree with the main point: keeping both versions of the dungeon accessible at the same time would be the best solution.

I recently realized that the Dark Dregs would not function properly on Enhanced yet.

Nahjef is supposed to dodge roll during your battle with him, but you may have noticed that thralls stopped dodging with the release of Enhanced.

Dodge rolling was added to Legacy in December 2025, while the game was forked to begin work on Enhanced in January-February 2025.

Porting over the dungeon itself is probably not that difficult, but implementing dodge rolling on NPCs is a new AI mechanic and probably needs some closer developer attention.


Anyway, that is an aside to the point of this topic.

Space requirement was never an issue for the Dark Dregs. The normal Dregs and Dark Dregs exist in parallel beside each other. The Dark Dregs is flagged as an event, so it does not load entirely while it is turned off.

However, when Dark Dregs is turned on, you could ghost out of it and fly into the normal Dregs beside it, which still loads normally because it is not an event.

I do not necessarily agree that Dark Dregs should be permanent, but I do think that the normal Dregs should remain accessible during the event, as the Dark Dregs is significantly harder for new players.

I think while the event is running, there should be a brazier in the entrance chamber area, which you can interact with to extinguish the flame. By doing so, it will switch the dungeon you go to when you enter the rising staircase to the Dark Dregs. The brazier would reignite itself after a couple minutes, keeping the normal Dregs as the default dungeon.

I actually like that idea. But following your own reasoning that the Dark Dregs should be the more challenging version, I might flip the progression.

Instead of the flame being lit by default, it could start extinguished. Players would need a late-game item or some other endgame requirement to ignite it, and doing so would unlock access to the Dark Dregs.

That way, the original Dregs remains available to everyone, while the Dark Dregs becomes something you intentionally unlock once you’re ready for the greater challenge.

As for limited-time availability, I’m not a huge fan of tying core gameplay to events. I can live with things like the werewolf event or the Witch Hunt being seasonal, since they’re special world events. But locking an entire dungeon behind a temporary event feels like something worth reconsidering. It seems like content that deserves to be available year-round.

Exactly my thought. Make it a “hard mode” in MMO speech: Activating the “Dark” mode requires some endgame resource, e. g. a map or key that drops from Relic Hunter minibosses in the Nameless City.

Could be an interesting concept for other dungeons, too, and even create a new endgame loop.

For example: The Kinscourge can drop an Elixier of an Age Undreamt of, which sends you back in time when entering the Warmaker’s Sanctuary. All bosses are stronger, living versions; the arena cannot be skipped and has several stages, and the final boss is supported by the sorcerer Giant Kings that created him. The retro-Warmaker’s boss drops another item that opens up a variant dungeon and so on. In the end, you can reach an alternative version of the Sunken City, where Telith is still alive and tells the story her ghost should have told us. He tears can then be taken to the Kinscourge dungeon, where it pacifies the Kinscourge, but summons the angry ghost of the Priest King with all his former power.

Would be fun.

dreaming

Extinguishing the flame is more fitting to the Dark Dregs.

That’s actually where I see it differently.

One of the defining mechanics of the Dark Dregs is that it constantly extinguishes your torch. In other words, the default state is no fire.

So, in my mind, the brazier at the dungeon entrance would also start out extinguished. After obtaining the required item, you’d be able to light it. That would then give you a short window to enter the Dark Dregs before the same mysterious force that snuffs out your torch inside the dungeon extinguishes the brazier again.

I like this approach because it ties the entrance directly into the dungeon’s core mechanic. You’re introduced to the idea before you even step inside, and it reinforces that keeping a flame alive is part of the challenge rather than just another door key. It feels more immersive and better connected to the dungeon’s overall theme.

Agreed it should alternate every month.

That would be better than the current situation. But the ideal scenario would be to have both dungeons available permanently as separate dungeons.

This is only a suggestion for a way to put the two instances of the dungeon together. I think it may be possible to have both running at the same time. Explanation follows.

It would be something the player does that would trigger the Dark Dregs event before they access it by way of the sacrificial hatch. Something near the hatch or perhaps the hatch itself depending on the type of sacrifice to open it. A particular NPC perhaps who is knocked out and dragged to the hatch where they are then killed to trigger the hatch and the event. (One of the sorcerers perhaps).

I ran a test of this hypothesis and by sheer luck of the draw, ran across a named T4 Sorcerer at the Thurmaturgy bench. Knocked him out cold and drug him to the hatch where I sacrificed him while still bound to me. The hatch opened.

Typically, I knock off the two guards at it’s entrance first and lure the brute to the hatch where I kill it to trigger the opening. This was to avoid any unnecessary combat to access the dregs.

The only limitation I can think of (considering PVE & PVP), is that once the dungeon is accessed, it will remain locked in that current state for the duration of the event until it resets. Anybody should be able to enter which ever specific dungeon instance is triggered for only as long as the hatch remains open. I think it is possible to instance both dregs while keeping them separate triggered events.

To prevent abuse of either instance, there would need to be a time limit for how long any single player or team can stay inside. If they are not out by then, they are sent to the exit in the same way players in vaults are sent to their entrances at the given time limit. This would allow the event to be triggered again once the dregs event is either timed out or the player/s finish and exit it. Since the Dark Dregs is more difficult, the time limit set for that, of course, should be longer.

Once they finish the dungeon, it would automatically reset.

Then again: It may be entirely possible for someone to trigger the dark dregs event while somebody else can still trigger the standard dregs event without causing any conflicts. It can depend on what is sacrificed (or killed) upon the hatch.

One last thought.

Depending on how the event is triggered, the only catch is maybe both of them cannot be triggered at exactly the same time. One can enter the dregs and another can access the dark dregs immediately before or after. But the hatch must be closed first for the correct sacrifice to take place.

Why not have it like that one boss tomb that requires Demon Blood be in your inventory to open the door.

Obviously that means the system can scan our inventory.

So just have a vile over by the sorcerer’s sacrifice table that has a single unit of Demon Blood. - for those who don’t have any on them.

Then if you do the sacrifice and walk down the existing stairs with demon blood in your inventory you get sent to the Dark(er) Dregs. Instead of the non-so-Dark Dregs.

Would need to also add a simple instruction somewhere explaining this - it would be very unfortunate for new players who just happen to turn up with demon blood in their inventory (or pick up the suggested vial) (maybe they killed a corrupted shaleback or croc on their way to the dregs) - if they don’t know that carrying it would drop them into a tougher version of the dungeon, that could be a bit of a ‘feels bad’ that might discourage newer players (since it would likely be their first dungeon).

Journal book that details a ritual that when demon blood was substituted for (human?) blood it seemed to call fourth a corruption (I’m only guessing what the lore, if any, is for Dark Dregs).

I like how the game, so far (up to Warmaker’s Sanc right now) has done the mechanics for opening door or reaching new areas (even if the lag was making arrows vanish). So I’d like to keep that aesthetic rolling.

…or maybe it should be a unique version…like Purified Demon Blood to avoid people farming that one vial for an early game start. :thinking: