Klael’s stronghold dungeon design is such that if you get inside and get killed by the champion, your body , they keys to get back to your body…and anyone doing the dungeon with you who didnt have the key are locked in. If you cannot fight your way thro0ugh the 3 bosses to get the figurines to get the gold key…you and your party are boned. Happened to me today. 2 friends had to just wait till I ran back to my base…got geared again…grabbed a different thrall and fought my way back to them. Unfortunatly my body and all my gear including the YOGs touch that I had just looted all poofed. The Wine Celler is similar. It respawns so fast that if you get killed by the last boss, you might as well forget about your gear…you are not gonna get back to it. FUNCOM, fix this please. You shouldnt be locked in the dungeon or have a timer on a zone in dungeon.
On the one hand, I agree it would be better if you didn’t need the Inner Sanctum key. On the other hand, it’s not horribly hard to plan for the contingency.
The way I do it is to clear out the first 3 bosses several times, so I’ll have several copies of the Inner Sanctum key. Then I go back home and stash all but one copy in a chest. If I die, I can grab the key, use the map room to teleport to the Sinkhole obelisk, and run inside the dungeon to my body.
I hope that helps you avoid running into that same problem in the future
EDIT: I wrote Sinkhole instead of Shattered Springs, because I’m an absentminded dumbass. Thanks for pointing out the mistake, @Nemisis
Since the inner sanctum key doesn’t get deleted upon using it, and as @CodeMage suggested, kill the priests multiple times, get some keys and distribute them between the clan members so everybody has at least 2, so if anybody dies, they can run back easily without killing a single enemy.
I always have the keys because I don’t always want to kill the priests, unless I need one of their drops.
And the first gate inside the dungeon has a chest in front of it with the gate key in it…
So you don’t even have to kill the gate guardian to get to the inner sanctum.
Thats a rather long run. Wouldnt it be wiser to teleport to the Brimstone Lake (salt flats, C8 whatever its called now)? Asking for a friend.
Yes, he meant the Obelisk by Klael’s Stronghold (the brimstone lake) I’m sure it was just a brain-fart.
Yeah, both the Sinkhole and Shattered Springs start with an “s” and my brain was like “eh, good enough”. Sorry about that
I edited my post to correct that.
Welcome to the community. It is a bit frustrating however these dungeons are the best dungeons, their difficulty is way excellent balanced for me and I wouldn’t want them to become easier.
One by one…
the warmakers dungeon is beautiful, long, smart, to many hidden chests, traps and the most challenging fight of the game, which however you can avoid easily, it is not necessary at all to fight arenas champion. So if you decide to make this choice you have to be ready to loose too. This champion is there for the elite of the game, if you do not want to risk then avoid.
Second khari dungeon, the new agro system made this dungeon super. The skeletons are super aggressive, their hammers can drop you in seconds, the mini boss skeletons hit so hard, so damn hard they remind you a bit of the arena champion fight. The loot is rich, the dungeon is dark and if you die you have to know very well the dungeon to go and gain back your loot naked in the dark.
So closing all I am trying to explain here is that now they may seem hard, later they will seem only what they really are, awesome.
But… To have this experience, the game must run perfectly, the last patches gave us to many invisible mobs, telespawns etc…
The game needs fixing, the dungeons are excellent
I’m looking forward to trying Klael’s for the first time now that my game’s more stable Couple big dungeons I need to do. Still haven’t done Wine Cellar with this character, and only did it once with my previous one. Lol, so many hidden chests with coins and gold bars
Do you even play Conan bro? Get to it
Bro, I’m at work right now
Hi there Twynn20 and welcome ti the community! You know I feel you have already covered most of the important points, except here are a couple of additional ones. Which are that if we are running dungeons solo, be it on an official server or in Singleplayer, you can usually I) rest assured that your gear will have disappeared by the time you can fight your way back to it, and II) find that the boss is back to full health by the time you get back there. So where am I going with this? Well it presents a great opportunity to renew a previous request I made.
Allow players to place Bedrolls, and only Bedrolls inside dungeons. They produce zero landclaim meaning that they cannot block spawns, the previous one disappears if we place a new one, and best of all it leaves the option in the hands of the individual; if players want use the bedroll then the option is there, if players do not wish to use them then they do have to.
If you do it solo brings a thrall with you. It help a lot. If you plan to fight the Arena Champion train your dodging skill because you’ll be doing it a lot to stay alive. She’s very slow so after dodging two or three times you’ve room and time for an healing potion. Weapons inflicting stacks of poison are useful too. And of courser enough food in your thrall’s inventory so he / she can heal during the fight and survive it.
And take special care with your thrall, because Arena Champion hits like a freaking truck. She can kick your ass and then kick your thrall’s ass while you’re busy dying and running back.
So if you bring a thrall, try to make sure you don’t die while your thrall is low on health.
You guys are hyping up this boss battle I’ll be sure to bring my A game
Eh. As long as you have 0 lag, it’s trivial. Does that help?
I’m afraid I have to agree with OP on this matter. The biggest concern, and very poor design, is the fact that people can get locked inside the dungeon. It’s not a matter of whether or not you choose to fight the Arena Champion. If you carry a key with you at all times (all of us veterans do) than it’s no big deal. If however, you are a new player, playing with a friend, that friend had the Inner Sanctum key, and he dies, you are locked in. If he cannot solo the three to get another key, then you have to suicide and lose your gear too.
This could all be fixed by simply giving everyone in the dungeon an Inn Sanctum key when the statues are placed in map. Or it could also be fixed by making the door only locked from the outside, not the inside.
PS ~ I love the Warmaker dungeon. That and the Cellar are my two favorite dungeons. I would never want the difficulty adjusted (except to make it harder). If however, you die, you should lose your gear but all your friends shouldn’t lose their gear because you died.
Honestly, I disagree with this. You should lose your gear only if you’re unable to do things well enough to retrieve it. But just because you died once? That’s too harsh.
Note that losing all your gear to a single death would be perfectly acceptable in a single-player game. I wouldn’t have anything against it. But in Conan Exiles, you’re always just one lag spike away from an ignoble and frustrating demise. I see no justification in having to pay with my whole gear just because some selfish prick built a server resource hog near an obelisk and the server FPS tanked because some other innocent player teleported there while I was fighting the Arena Champion.
This, by the way, is the thing that I absolutely hate about the Midnight Grove, which used to be my favorite dungeon. For some reason, they changed it so that all the passages that open from the starting room close as soon as you die, and everything respawns. So now you have the completely useless option to respawn inside the dungeon naked and run to your corpse, which you cannot do if it’s past the first boss, because how are you going to fight the first boss naked?
I have no idea why they thought this was a good change
Agreed, I should’ve been more clear. If you die, you should be at risk of losing your gear. But I have never in all my life encountered (in any game) a dungeon that you can actually get locked in. What if your friend DC’d due to a power outage in his area and he had the key, you shouldn’t be locked inside.
Again, this can all be fixed by spawning a key for everyone in the dungeon when the statues are placed. You would still be at risk of losing gear if you die, but at least you wouldn’t have to pay the price for your friend’s death or DC.
Or allowing players to open the door from the inside, even without the key. I think you mentioned that too, and I like that one a lot