Solo Randomized Dungeons
Solo Randomized Dungeons are a type of Randomized Dungeons introduced with the Percival update meant for 1-2 players. Similar to normal Randomized Dungeons, they are instanced locations full of valuable treasure and dangerous enemies. They are found all throughout the world in zones of Tier 3 and above, but have no map or minimap indicator. Their challenges and rewards match the tier of the zone they are found in.
Hidden Entrances are the gateways to these dungeons. As their locations are not revealed on the map or minimap and are visible to all players, they bring spontaneity and unpredictability to Albion's Open World. Harder types of Hidden Entrances can also be accessed via Dungeon Maps, which offer a party first rights to an otherwise unseen entrance, that lead to dungeons of greater-than-normal difficulty and rewards.
Unlike other other Randomized Dungeons, the instance type and Faction of the enemies inside cannot be determined from the outside.
The tier of the mobs inside of Hidden Entrances depends on the tier of the Zone the dungeon is found in. The exceptions are Hidden Entrances spawning inside of large Static Dungeons (the ones visible on the World Map); these are always one tier higher than the Static Dungeon they are located in.
When a player enters a Solo Randomized Dungeon, an invisible timer starts or resets which determines when the Hidden Entrance disappears. In a Blue Zone or Yellow Zone, the Hidden Entrance will disappear 60 seconds after the last player entered the dungeon. In a Red Zone or a Black Zone, the Hidden Entrance will disappear 90 seconds after the last player entered the dungeon. If a Hidden Entrance disappears while a player is inside the dungeon, the player is unaffected and can continue the dungeon or leave by means of the portal exit at the beginning of the dungeon or by using the "Exit Dungeon" skill.
Any given Zone has a maximum number of Hidden Entrances allowed to coexist though the locations they can appear at are fixed. After a Hidden Entrance despawns, it's possible for another Hidden Entrance to spawn where one had de-spawned moments before. These entrances will lead to separate instances.
Having no interior visual or design difference from Randomized Dungeons, Solo Randomized Dungeons come in 4 factions: Hidden Mines (Heretic), Hidden Sanctum (Morgana), Hidden Keep (Undead), and Hidden Caverns (Keeper). The difficulty of each enemy inside is scaled similarly to enemies found in the Open World.
The Solo Randomized Dungeons presents challenges to the players in the form of:
- Enemies able to explode or spawn other enemies
- Multiple bosses
Solo Randomized Dungeons are punctuated with increased difficulty, single or paired enemies called Bosses which guard Chests or Shrines. The rewards within the chests are scaled to provide rewards for a single person. The max/min tier for gear from Chests and mob drops is +/- 2 tiers of the dungeon. You can get runes that are +/- 4 tiers of the dungeon tier.
Unique to Solo Randomized Dungeons is the existence of Small Combat Shrines. One of three possible buffs are given to the first player to activate the Small Combat Shrines: cooldown reduction with energy regeneration, increased damage to mobs with increased move speed, or health regeneration with a small amount of damage reflection.
- Solo Randomized Dungeon entrance appearance has been updated to the cave-like entryway used in Corrupted Dungeons.
- Solo Randomized Dungeons in red and black zones now behave like those in blue and yellow zones, and will close a set amount of time after the last person enters.
- Solo Randomized Dungeons in red and black zones will still take longer to close than those in yellow and blue zones (90 seconds vs. 60 seconds).
- Elite Dungeon mob changes:
- Tainted Shadows killed too far away from the Priestess will now heal her instead of damaging her
- Tainted Shadow move speed: 7.5 m/s → 5.5 m/s
- Tainted Shadow attack damage: -50%
- Tainted Shadow crowd control resistance: -50%
- As always, a dungeon's type can be determined by the color of its glow:
- Solo: Green
- Group: Blue
- Corrupted: Red/orange
- Elite (Avalonian): White
Related Patch Notes
|Patch Link||Date||Patch Name||Patch Notes|
|Version 18.090.1||28 July 2021||Call to Arms Patch 9||
|Version 18.090.1||28 July 2021||Call to Arms Patch 9||To address the "reset meta" (i.e. hit-and-run strategies where players run from fights indefinitely to reset cooldowns and switch abilities), a new mob has been introduced to Corrupted Dungeons. The goal is to still allow for a few disengages to change abilities, adjust tactics, and not have the fight narrowed to one single encounter, while also adding a penalty if players keep continuously resetting.
This mob only spawns into Corrupted Dungeons after an invasion has gone on for some time, as the intention is to improve the quality of PvP by avoiding prolonged fights, and not to interfere with players who attempt to escape immediately.
|Version 18.070.1||16 June 2021||Call to Arms Patch 7 (Season 13 Patch)||
|Version 18.030.1||19 April 2021||Call to Arms Patch 3||
|Version 18.020.1||31 March 2021||Call to Arms Patch 2 and Hotfix 2.1||
|Version 18.000.1||17 March 2021||Call to Arms Update||
|Version 1.17.410.186806||3 March 2021||Rise of Avalon Patch 15 (Season 12 Patch)||The Fame buff in these locations now comes primarily from Elite mobs, and stacks incrementally (+1%) with each mob killed. World Bosses no longer give a flat 20% increase, though they still contribute to the Fame buff at the same 1% rate. Details:
|Version 1.17.406.182620||13 January 2021||Rise of Avalon Patch 12||Corrupted Dungeons
|Version 1.17.406.181307||10 December 2020||Rise of Avalon Patch 11||
|Version 1.17.406.179120||16 November 2020||Rise of Avalon Patch 9||Demonic Harbinger abilities:
Bewildered Heretic Brawler abilities:
Other mob changes:
|Version 1.17.406.177096||21 October 2020||Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1||
|Version 1.17.405.175060||23 September 2020||Rise of Avalon Patch 5||
|Version 1.17.404.174267||9 September 2020||Rise of Avalon Patch 4||
|Version 1.17.404.Unknown||3 September 2020||Rise of Avalon Patch 3||
|Version 1.17.404.Unknown||3 September 2020||Rise of Avalon Patch 3||Silence Changes Players can now enter Corrupted Dungeons while under the effect of a Portal Shrine debuff. This change also allows spells that are usually allowed to be cast while silenced, like Cleanse or Iceblock, though doing so will remove invisibility but not silence.|
|Version 1.17.404.173341||27 August 2020||Rise of Avalon Patch 2||
|Version 1.17.404.172780||19 August 2020||Rise of Avalon Patch 1||
|Version 1.17.403.172369||12 August 2020||Rise of Avalon Update and Hotfix 1, 2||Corrupted Dungeons are new single-player dungeons found throughout the open world. After choosing a difficulty level, players enter and begin cleansing corrupted creatures, which grant Infamy points. Players can also invade or be invaded, with the invaded player given a choice between fighting the invader or destroying demonic shards to banish them. Killing another player grants a portion of their Infamy; higher Infamy levels give access to higher-level dungeons and overall better rewards.|
|Version 1.17.403.172369||12 August 2020||Rise of Avalon Update and Hotfix 1, 2||
|Version 1.16.396.167506||4 June 2020||Queen Patch 13 and Hotfix 13.1||When a player enters a Solo Randomized Dungeon in a blue or yellow zone and no other player uses the portal in a certain time, the entry portal will disappear while the player is still inside the dungeon. Players already inside the dungeon can remain inside and can use the exit or A-ability to leave, but no new players will be able to enter. Once a given entry portal is removed, a new entry portal will spawn elsewhere in the world. This will increase the overall number of "fresh" dungeons in these zones, while still allowing players to run solo dungeons together and follow others into a dungeon within a reasonable time window.|
|Version 1.16.393.161355||4 March 2020||Queen Patch 6||
|Version 1.16.393.160869||26 February 2020||Queen Patch 5||
|Version 1.16.393.160378||19 February 2020||Queen Patch 4||
|Version 1.16.393.160378||19 February 2020||Queen Patch 4||
|Version 1.16.392.159212||5 February 2020||Queen Patch 2||Dungeons in the following yellow zones now follow yellow-zone rules as intended (previously classified as red-zone):
|Version 1.16.392.159212||5 February 2020||Queen Patch 2||
|Version 1.16.392.Unknown||29 January 2020||Queen Patch 1 and Hotfix 1.1||
|Version 1.16.392.158262||20 January 2020||Queen Update||The Avalonians are a new elite faction found in Elite Randomized Dungeons, which spawn in all T6-8 Outlands zones and offer a high-level challenge to groups of 10-20 players. Along with the highest-value loot in the game, these dungeons contain a shrine that offers a week-long Fame increase for killing mobs. In addition to the Avalonian Basilisk mount, tools, and foods already introduced with the Standalone Season, players can now obtain artifacts and shards from defeated Avalonian mobs which can be crafted into three different sets (cloth/leather/plate) of Avalonian Artifact Armor with a wide range of new abilities. (Currently all levels of this armor have the same appearance when worn, tiers will be differentiated in an upcoming patch.)|
|Version 1.16.392.158262||20 January 2020||Queen Update||
|Version 1.15.387.152379||23 October 2019||Percival Patch 8||
|Version 1.15.383.148174||15 August 2019||Percival Patch 3 and [Known Issue] Wrong Castle Scoring Times||
|Version 1.15.382.Unknown||17 July 2019||Percival Patch 1 and Hotfix 1.1||Solo Randomized Dungeon Exits Updated Leaving a Solo Randomized Dungeon no longer requires a channeling spell - now they can also be exited by walking into a highlighted exit area, as with other dungeon types. Leaving via the channeled "Exit Dungeon" spell (Hotkey: A) is still available at all times.|
|Version 1.15.382.145855||10 July 2019||Percival Update||Solo Randomized Dungeons Randomized Dungeons balanced for solo players will now appear throughout the open world, and will be distinguishable from group randomized dungeons by their portal-like appearance. Higher-tier solo dungeons can be accessed via special Dungeon Maps, which can be obtained from mob drops or bought from other players through the Marketplace.|
|Version 1.14.381.142821||22 May 2019||Oberon Patch 7||Chests in Randomized Dungeons are now loot-protected for the character or party that dealt the most damage to the last mob guarding the chest. Note that flagged characters who are hostile toward the character/party that killed the last mob can circumvent this loot protection and open the chest.|
|Version 1.14.381.140808||17 April 2019||Oberon Patch 3||
|Version 1.14.379.138841||20 March 2019||Oberon Update - Oberon Update Hotfix #1, #2, and #3||Hidden Entrances, Randomized Dungeons, and Dungeon Maps
Hidden Entrances now spawn throughout the open world, and can be discovered either through exploration or by using a Dungeon Map. They lead to Randomized Dungeons, which are procedurally generated 5-person dungeons that have entirely unpredictable structures and varying numbers of levels.
New Creatures, Chests, Shrines, and DropsRandomized Dungeons offer new enemies of various faction types, from low-level mobs to legendary bosses. Chests in these dungeons are shielded by nearby mobs and opened by channeling. Shrines, also unlocked by defeating mobs, offer brief but powerful whole-party buffs. All open-world roaming mobs now have a chance to drop fragment loot (runes, souls and relics), which, along with crafting and transmutation improvements (see below), offer new economic possibilities.
|Version 1.14.379.138841||20 March 2019||Oberon Update - Oberon Update Hotfix #1, #2, and #3||