Well - some of the time…
(My current idiot followed me in to one of the buildings at the Mounds - the one with the Relic Hunters - then mid-fight teleported away (turned out he was on the roof…))
Then you can do a dungeon without thralls and you know the benefits. You do understand what i ask and why!
OK back to the game -cya!
Repaired an extra piece of the armor and tried delving it. Didn’t work, did nothing at all. Oh well.
Have fun mate ![]()
The whole layout of the dungeon makes it look as if the different sections were made by different people who didn’t talk to each other, leaving to another person the job to stitch them together. It has no progression logic, just a bunch of discombobulated parts haphazardly connected.
And the two “puzzles” where you shoot arrows to get by? Seriously? This sort of thing has been around since the beginning of video games. It’s been used, and overused. Thankfully we don’t have to activate water pumps somewhere…
There’s no recipe, no lore except for the rambling of the priest who, not a lot of players actually care for, and enemies have abysmal loot. The pieces of armour and weapons that have a poor drop rate are certainly no better that those you’ll find in boss chests in other dungeons.
There’s no incentive to explore since the chests contain not much interesting loot. The undead dragon only drops a few coins which makes players bypass it altogether by taking the underwater shortcut. You know your dungeon design is bad when players voluntarily bypass parts of of it.
The pathfinding, already quite bad as it is, is even more horrible in that dungeon where thralls have a lot of difficulty following you around. Devs should have known better in that regard, but hey, it’s Funcom, so of course they don’t care.
And all that to repair legendary stuff, something we could already do with legendary repair kits before Funcom, in all its “wisdom”, removed from the game at some point.
Some will say that the dungeon is tailored for “hardcore” players but that leaves ordinary players out of the loop since the dungeon is unforgiving.
Oh, and thrall that die in there are done for good. Perma death just like in the abomination dungeon that was the Kurak dungeon.
Stupid dungeon, even more stupid layout that has no logic, no recipe, and overall not much intersting things that make you want to go in again. Perhaps the devs should play Skyrim and Witcher 3 to learn how to make intelligent dungeons designs.
Hello. I don’t think this dungeon is for everyone; I believe it aims to earn that reputation. It is designed for those willing to make sacrifices and follow an engaging narrative filled with danger and adventure—players who want to discover what new journey awaits them and experience the satisfaction of conquering something not everyone has managed to achieve.
You’re right that the loot is terrible; there must be a reason for it. I wonder if the reward is obtained right at the end of the story. I remember seeing a video of the dungeon when it was still under construction; there were little notes scattered all over the map.![]()
After some more runs:
- The loot distribution is very random. Often, you get nothing from a boss except for a few gold pieces. But on my last run, I got THREE epic anvil pieces from one of the final chests.
- The high randomness creates frustration. Players who manage the final boss for the first time and get nothing in return will feel frustrated.
- The final boss still feels weird. His shockwave attack hit me for anything from around 50 to 700 damage. Why? Same goes for thralls: Sometimes, they chew through him without much difficulty, sometimes, they get wrecked without even a chance of victory. I don’t get why that is.
- The combination of self-healing and - sometimes - very high damage output makes the boss frustrating to learn, I guess. If you’re below the threshold what’s needed to defeat the boss, he seems impossible, as you won’t die when he’s at e. g. 20% health, but you’ll most likely see him heal back to 100% before you go down. That makes the boss seem impossible to beat until you finally do. Besides his randomness, he is not really all that difficult, but judging from the feedback here (and my own first try), he feels that way to many players.
- I guess the bug where the boss doesn’t appear and him not being leashed to his room have something to do with each other. Today, I ran outside of the boss room to save my thralls, had to travel back to the last mandatory climb spot until he finally disappeared - and that made him disappear completely. No boss in the room anymore. I don’t know what’s going on, but that incident suggests to me that there’s a connection.
- The game’s pathfinding and the amount of clutter on the floor, stairs, bridges, edges and other obstacles in this dungeon are a problem. One of them should be changed. Invisible walls are annoying, and I enjoy the freedom to climb around in the dungeon. I also like the very vertical visual design of the dungeon. But having thralls disappear into the void in the middle of the boss fight is not worth the enjoyment. My thralls often stood motionless in the last fight, esp. during the healing phase, apparently unable to find the boss.
- The armor and weapons seem bad. They don’t give good stats or any special effect. They look okayish, but have terrible dye options, so I guess they’re not meant to be a cosmetic reward. What then are we supposed to do with these? Will they get useful further down in the story?
Does anyone have any screenshots of what the new armor looks like? So I can figure out if it’s worth trying to get a few pieces, at least for the illusion.
mumbles something about the admin panel
Here you are! One with dye, one original:
The set is quite detailed and looks nice in the screenshots, buuuuut sadly much worse in game. It is very dark, and some parts don’t really change when applying dyes. At least I cannot see much detail on a 4k monitor when not zooming in - it’s just black bandages for me.
The helmet may be nice to combine with other sets, though.
Agreed that the boss loot needs to be fixed to have at least 1 guaranteed drop and not just Gold Coins - as it feels very unrewarding otherwise.
However, there are 22 chests before you even reach the boss room and in addition to the chance of getting a Legendary Fragment, there’s also a chance to get a piece or even two of the new armor or weapons as well. Plus, the Foreman can also drop the loot (although, in our experience very rarely).
So if you think the bosses aren’t worth the effort, or the Legendary Repair, that’s totally fine, simply farm the chests more safely and you should have a full set of armor and the new weapons, statues and warpaint as well.
Want to add something:
- Some complain about the new dungeon’s confusing layout. It is a bit confusing, I have to agree, but…
- … compare that to the Black Keep. That dungeon actively hides where you have to go, has a lot of dead ends and so on.
In terms of confusing the player, the Black Keep still holds the throne imho.
Since the loot upgrade a few patches ago, it’s actually worthwhile to fully clear the Black Keep. That may be the way to go with the new dungeon, too: The loot tables are overall a bit weird and underwhelming. But that should be the easiest fix imaginable.
Not throwing tons of loot at the players when releasing a new dungeons after many years is, by the way, a smart move. Imagine if somebody had found a way to exploit the bosses on the first day, and players online before the hotfix would have stacked thousands of shards.
So, starting it slow is the right move, even if a bit annoying.
I’m stumped.
When did dungeons ever in history … have treasures in them?
I get it. Game stuff. The lure and the bait.
I wouldn’t dare to start a new dungeon and not build full grit. It’s death sentence. If you remember wine cellar in the beginning, the 1skull bosses use to hit harder than the arena champion , especially the one with the khari great sword. But back then we had the old attribute tree and the old dodge. So although i entered with silent legion armor and full vitality, i ended up playing naked to use the dodge advantage.
Now we have all we need to go alone and not feel, we just have to use it ! I wish i could play this dungeon
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And they still hit like a truck!
But yes, full Grit might be a good idea. Good hint, everybody: If you struggle with the last boss, go Grit!
Full Grit for Steel-Thewed, plus full Vit for Glutton for Punishment (although this might even be one instance where Last Stand might be ok). Remaining 20 points into either Strength or Agility for max damage output (or Authority if you prefer to have followers do the fighting)
This is one of the best dungeons in the game! Whoever says it isn’t doesn’t get it. This is an end game dungeon, hence why you shouldn’t really need what’s in here. I think they do have to tweak a few things but, for the most part, it’s spot on. I’d give more legendary fragments during a run to repair a few legendries. The dragon loot also needs looked at, gold coins doesn’t cut the reward for such a challange. As others have stated, this is part one - more to come and, I’m confident they’ll address the issues we have with it so far. I’m an experienced player who also lost thralls during my first run, even struggled on the second. For players who can’t take the challenge, you have many dungeons to choose from. Go and be happy with purges/surges for your loot but, for the ones who are bored with the easy way, step inside the halls for what you crave. We’ve been crying out for a challenge and now we have it. I’m delighted with it so far and can’t wait for what’s to come.
It’s an atmospheric dungeon, for sure, but the loot needs a major buff. It’s just not worth farming the place.
The dungeon is intended to reintroduce repairing legendary items…Which should be a basic QOL feature.
Meanwhile, the new weapons and armor are half broken junk.
actually it reads like you are the one who doesn’t get it. It is challenging, fine, it also is atmospheric, nice, but somehow they forgot about interesting and rewarding and if that is a sign of what is about to come, than it isn’t going to be great.
For being the first dungeon being released in 3 years, this is a missed opportunity and a bit dissappointing.
It actually is a bit similar to your posting, just use paragraphs to make it more readable, think that others are trying to read it and adapt ![]()
It need tweaking ? Hopefullybthey makenit harder . If you understand the mechabix the last boss is not hard.

