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An Irselnort dungeon for low levels

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This post from 2014 hoped for a dungeon for lv 14s, as the noob islands' dgs only drop up to lv 13, and easy bg is recommended for lv 16s. The devs were probably planning something back then - and I hope they are still doing that, but here's my take on the topic.


The dungeons have all four difficulty levels and are located in the t3 area of both factions somewhere in the wilderness. The dungeons are similar for both the Sentinels and the Legion, except for being mirrored, and when I say ogres, it's centaurs for the other faction and vice versa. I use the Legion side in my descriptions.

Each level has its own story quest, but they are not required to move forward with the story. The quest for easy mode is given at the same time as the quest to move to t4, and the quests for higher difficulties become available after completing the quests for lower difficulties.


Easy - Recommended level: 12 (max 18) - Drops rare level 12 stuff (basically the ones you can get from vendor but with different looks)

"There's a cave we hadn't noticed, and it appears one of the Darmah tribe warlords is inhabiting it. You have to kill the ogre, as he might become a threat if ignored. Bring me his club as a proof."

This dungeon is supposed to be easy, not too unlike the ones on beginner islands. The design is very cave-y and pretty linear. The objective is to kill all monsters; in the first part five packs of one elite and three strongs, and in the second part the boss who uses bleed must be killed in addition to the five packs.

"The ogre is slain, but you look worried. What is it?"


Normal - Recommended level: 14 (max 18) - Drops lv 14 unique equipment

"Are you saying that you saw some centaurs deeper in the cave? That is very worrisome indeed. It means that the cave has an opening on the other side of the mountains. You have to go in there again, find a foreman of the centaurs and bring me his orders - maybe a little chaos gives us some time?"

The normal level of the dungeon is pretty normal: The packs in the two stages are full of elites and 80% of them must be killed. The boss is pretty straightforward as well, and uses fear and a defense-reduction skill.

"If the caves are still open, the Legion could use them to strike from the behind. However, first we have to cleanse the underground passage from the malicious ogres and centaurs."


Hard - Recommended level: 15 (max 20) - Drops heroic Berengar's equipment (the same you can get from the Guards)

"Our scouts saw a shaman of the Darmah tribe blocking the way. He is a formidable opponent, and thus should be dealt with before we can advance. If you can acquire the stone in his stave - give it to me. The warlocks could use the stone's magic for their own purposes."

Hard is not actually that hard. It's just more of a maze, much longer and has traps there and there. If you can survive the dozen waves of elites three times, the boss is quite easy, even though he has more health and damage than your normal lv 16 mini-boss. The boss' skills are blinding (which is not that good when there are traps around), druid's water skill and druid's lightning bolt (protip: It is not advised to have the "wet" debuff while blindly walking in a trap, as you might have some electricity go through you).

"The armies of the Legion are almost ready to march through. And this stone full of nature's energy you provided, it will be most useful. Thank you, {name}."


Heroic - Recommended level: 17 (max 20) - Drops lv 16 unique weapons 

"I take my word back. The Sentinels have found about this tunnel as well. The Legion won't retreat, but if the situation runs out of your hand, you may have to collapse the cave. Here, take this enchanted stone. Once you crush it against a wall, the magic inside it starts to work and causes a huge explosion after a short while. If it comes to this, at least try to take as many long-ears with you as you can. Before you go, I just wanted to say that if you stumble upon some lost relics, please salvage them."

Step 1: Fight your way through packs of ogres/centaurs and Sentinels through two stages. Traps are there especially to annoy melees.

Step 2: The third stage requires you to kill only a couple of mobs; at the end is a mini-boss, a Chosen Commander, with Harad's Banner, Fetters of Justice and the pala strong blow (used to cause a nasty dot) for skills. (Sentinel side: The miniboss is a dead commander with the same skills but with darker animations.)

Step 3: Click the stone in the wall to collapse the cave. This spawns an ambush that must be killed completely and in one go for the party to be able to proceed. There's plenty of time, but if, for example, the tank dies after killing half of the ambush and the party has to wait for him to come back and the ambush disappears, it can be resummoned by clicking the stone again. The ambush consists of one ranger, two bladedancers, one druid and one mage who summons fire elementals until she's defeated. (Sentinel side: The ambush consists of one hunter, two dks, a shaman and a charmer who summons wolves.)

Step 4: Enter the golden portal and escape the cave, on your way kill a few packs of monsters and avoid a myriad of seriously annoying traps.

Step 5: You have randomly stumbled on a secret meeting cave; the tribe leaders are there (if the leaders were already somewhere there, these can be heirs or something). The ogre has charmer's meteorite skill and shaman's earth protection, and the centaur spawns magic spikes everywhere that poison people who stand in them (works like fire last christmas). Once the other boss is dead the other has an increase in damage in order to prevent this becoming a snoozefest.

Step 6: Exit the dungeon.

"I felt it: you had to use the stone. Luckily the other way we've found looks far more promising... Wait, what is that in your hand? Can it be? You've located the long lost {item name}, which can be used to {do something}! I'll send this immediately to more experienced shamans. If this is truly the real thing, our victory is three steps closer."


Mythical - Recommended level: 19 (no max) - drops heroic accessories of level 16

"What were you thinking when you blew the cave up? Don't you know the Chaos itself lives under Irselnort? What you have done may have doomed us all, and I would execute you if we weren't in war and didn't need every able hand! Go back to the tunnel and drive back all that isn't from our world. Irselnort is already chaotic enough."

Phase I: Chaos monsters sprawl around every corner. Each group of monsters has one or two casters that get ranger's scattershot effect when they are hit, possibly backing into another mob of angry creatures. Strike from the side or utilize corners.

Phase II: A seal is blocking the heroes' way. It must be destroyed, but it has two buffs that each reduce damage taken by 50% (in addition to regular defense). A little further away are two pillars of sacrifice that constantly lose health but cannot die. They also grant the damage reduction buffs to the seal while under 67% health. The healers in the party should keep the pillars from dropping too low while the others kill the seal. One set of not very strong adds is released when the seal has lost half of its health.

Phase III: Mini-boss. In the corners there are 4 zones that each reduce the boss's damage when at least one player is standing in them. The party must choose between a fast kill with a lot of pressure on the tank and a slow kill with much better survivability rate.

Phase IV: Same mechanic as in phase I, but the runners summon reinforcements.

Phase V: Another seal in the chaos-infested  tunnels. This one has 8 damage reduction buffs (12.5% each), and a dynamic puzzle with each step harder than the previous. Poor choice unleashes a pack of deadly monsters, proper choice gives a luck buff and removes one stack of damage reduction from the seal. The luck buff lasts 10 minutes and stacks up to 8, and is removed when the player exits the dungeon. The buff increases dodge and critical, as well as the gained guild points and the chance to get something great as the final reward.

Phase VI: Boss (chaos creature, a beholder or a gollum perhaps). At 50%, 25%, 12.5% and 6.25% he splits in two (the clone starts with same amount of health as there was on the boss when it splitted), which means poor management will lead to an insurmountable 16 bosses at the same time. The bosses use panic (necro), area root (elm, warning given) and a massive damage attack with a lengthy cross-shaped area of effect centered on them (warning given).

"The chaos creeps through everywhere on this cursed land. You must have seen the morlocks in the cities. If you ever want to be helpful to the war effort, descend to the tunnels again and let us fight the battles we'd die for, not the ones we might die on."


Here it was. In case you were bored after the first paragraph, here's a condensed version: Easy is, like, very easy. Normal is similar to easy tower. Hard is like hard tower with traps. Heroic is for the first part like heroic tower, but with an annoying ambush-styled wave after boss, and after that is a room full of traps (think swamps or last christmas (but not that hard)) and some mobs, last boss is a double (with fire poison!).

Edited by TheCabbage
Added mythical
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You have my full support for it! Man, I have a friend who advised me a lot of nice ideas in order to keep the dynamicity of the game alive, without waiting months for a new update. Some of these ideas were smth like a special Vendor who spawns in Irselnort for x time. That vendor will be able to sell most likely any kind of item for gold. The funny part is finding him through the whole island, before the time expires, after which the Vendor will despawn. Some of the good which might be bought from these Vendors are Consumable items, or Craft items, or something which is useful for guilds like stams or Upots. All of this in exchange of gold. The message might be "INFO: The Vendor has come with his goods, don't miss the chance to buy something for you or your guild!" 

Otherwise, why not adding a Permanent Ride structure, with a Souvenir Seller outside. Something like this, I mean. 


It will be a nice thing to add anyway such a Dungeon for Low Levels even on Irselnort. Good thought :good:

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I initially thought them to be 16 and 18, but I felt like being two levels above the recommended level when the monsters are your level (in heroic) and not getting anything felt a little bit too tight.

What I also wanted to accomplish with my max levels, is to be able to bring two expert skills with you as opposed to only one (without spending mcoins, that is). While the heroic dungeon is perfectly completeable by a lv 17 party using full Desert Wanderer gear, two expert skills make things so much easier.

What is more, 20s can farm Berengar's Guards and astral lab, both of which drop better or similar items - I didn't want to deprive the 20s of another way of getting that gear.


Similarly, level 18s are fairly capable of soloing the easy mode within a decent time, but as the rewards there are pretty much trash, I bet no one would even consider spamming it for profit.

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