Solo Randomized Dungeons

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Desert Solo Randomized Dungeon

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

Mountain Solo Randomized Dungeon

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.

Interior

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:

  • Traps
  • Enemies able to explode or spawn other enemies
  • Multiple bosses

Rewards

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.

Recent Changes

  • 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 LinkDatePatch NamePatch Notes
28 July 2021Call to Arms Patch 9
  • The Shrine at the dungeon start (registering for PvP) must now be activated within 45 seconds of entering the dungeon
  • All Cooldowns (including capes) are now reset at the start of an invasion
  • All Healing Cast inside the Corrupted Dungeon is now reduced more (10% → 20%)
  • Spike Traps: Hit area improved to fit the visuals more closely to better communicate their damage area
  • Demented Heretic Thief: Now consistently tries to slow the target at the start of combat
  • Slag Spewer: Now casts more frequently (Cooldown 5s → 3s), and the Magma Ball moves faster but has reduced damage (900 → 750) and knockback (5m → 2.5m)
  • Incendiary Fissure and Magma Mephit: The damage effect can no longer be cleansed while inside the lava
28 July 2021Call to Arms Patch 9To 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.

  • During an invasion, a new mob, the Corrupted Mephit, now spawns in every corridor and applies a stacking debuff to the first player passing it
  • Mob Spawn Conditions:
    • 180 seconds have passed since the invasion began on Slayer difficulty or 300 seconds on other difficulties, AND
    • one player has damaged another player
  • Mob Behavior:
    • Appears in every corridor
    • When a player enters the mob's aggro range, the mob attacks and applies one stack of the "Corruption" debuff, killing itself in the process
    • The mob can see invisible players
    • The buff is always applied, even when invincible
    • After 30 seconds, the mob respawns
    • Mobs that respawn can immediately aggro the closest player
    • If both players go 45 seconds without damaging each other, all these mobs temporarily despawn
    • As soon as one player damages another again, the mob respawn cycle restarts
  • Corruption Debuff:
    • Reduces Max Health by 1% per stack
    • Additionally slows by 1% per stack beginning with the 6th stack
    • Max Stacks: 25
    • Duration: the entire Invasion
16 June 2021Call to Arms Patch 7 (Season 13 Patch)
  • When leaving any kind of dungeon, Hellgate, Corrupted Dungeon or Roads of Avalon Portal, the shield bubble now only has a 50m radius.
  • The longer-range shield bubble is now only given when passing through one of the main entrances to a zone.
  • 19 April 2021Call to Arms Patch 3
    • Logout times in non-lethal dungeons were reduced to match their corresponding open-world zones (10 seconds for blue, 60 seconds for yellow). Logout times for dungeons in red and black regions are not affected, and Faction Flagged players still take 60 seconds to log out in blue regions and dungeons.
    31 March 2021Call to Arms Patch 2 and Hotfix 2.1
    • Using a new Randomized Dungeon Map now cancels your previous reservation
    17 March 2021Call to Arms Update
    • Crowd Control durations of Malicious Imp, Demonic Predator and Demonic Slaver now have a set length instead of scaling with tiers, resulting in a shorter CC duration on higher tiers and little to no CC change on lower tiers
    • Demonic Harbinger now indicates visually if he starts to use Unrelenting Slaughter for more clarity in his behavior, particularly for builds with medium cast times
    • Adjusted Infernal Horror:
      • Increased duration of Liquid Fire from 12s to 18s
      • Tripled damage of Heatseeker
    3 March 2021Rise 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:
    • Affected mobs: open-world Keeper, Morgana, and Undead Elite mobs and World Bosses
    • Each defeated mob gives a buff which increases PvE Fame (killing non-player enemies) by 1%
    • Buff is not increased by killing weaker mobs (Brittle Skeletons, etc.)
    • By repeatedly defeating mobs in the area, the buff can stack up to +50% bonus PvE Fame
    • Each stack is only granted to members of the party that kills the mob
    • Party members must be within 20m of the killed mob to receive the buff
    • Buff is lost on death or cluster change
    • World Bosses no longer give the 20% buff, but do still contribute to the stacking 1% buff
    • Buff is also granted by all Undead, Keeper and Morgana group mobs in non-instanced content (i.e. static dungeon locations in the open world)
    • Additional mob change: the lava puddle left behind upon death by the Elite Bound Molten Demon will no longer deal damage
    13 January 2021Rise of Avalon Patch 12Corrupted Dungeons
    • Increased amount of rare and legendary loot chests appearing in Corrupted Dungeons, but reduced number of rare and legendary book chests accordingly
    • Decreased value of boss chests in Stalker and Slayer dungeons by 17.5%, but increased the percentage of boss loot received when killing another player from 50% to 100%. This change is intended to promote PvP in Corrupted Dungeons.
    10 December 2020Rise of Avalon Patch 11
  • Corrupted Dungeon traps now deal differing amounts of damage based on dungeon difficulty level
  • 16 November 2020Rise of Avalon Patch 9Demonic Harbinger abilities:
    • Decreased the damage dealt by Forceful Swing and Reckless Swing
    • Slightly reduced the damage dealt by Furious Outburst
    • Infernal Chains:
      • Cast time: 1.4 → 1.45

    Bewildered Heretic Brawler abilities:

    • Rip and Tear:
      • Cooldown: 8 → 9.5
    • Groundsmash:
      • Cast time: 1.3 → 1.4
      • Time between double attacks: 1.6 → 1.8

    Other mob changes:

    • Infernal Horror: Adjusted spell area to better match visual effects
    • Hellhound: Slightly reduced pursuit range
    • Demonic Warlock (Hunter Difficulty): Slightly reduced damage dealt
    21 October 2020Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1
  • Demonic Shards:
    • Shard health doubled on Slayer difficulty
  • Demonic Warlock Boss:
    • Rupture Firewall now inflicts slow instead of knockback
    • Phase change is more diverse; teleport circle is smaller
  • Demonic Underlord:
    • Rage bonus damage: 100% → 75%
    • Invincibility removed during Rage cast
  • Silence Hazard:
    • Effect area now starts small and grows over time
    • Outer ring removed; cloud now indicates affected area
  • Knockback Hazard:
    • Area duration: 0.7s → 0.2s
    • Now grants Infamy and Fame for any mobs killed
  • Heretic Thief:
    • "Fan of Knives" spell behavior improved when cast near walls
  • Demonic Slaver:
    • Slight size increase
  • The /suicide command is now unavailable during and just before an invasion
  • 23 September 2020Rise of Avalon Patch 5
    • Added changes to Demonic Shards in Corrupted Dungeons that were missing in the previous patch (Increased health of Demonic Shards in Corrupted Dungeons by +35% for Stalker difficulty and +66% for Slayer difficulty)
    9 September 2020Rise of Avalon Patch 4
    • The health of Demonic Shards in Stalker and Slayer difficulty Corrupted Dungeons has been increased:
      • Stalker: approx. 35% increase
      • Slayer: approx. 66% increase
    3 September 2020Rise of Avalon Patch 3
    • Increased the chance that a Corrupted Dungeon chest will be a loot chest rather than a book chest
    • Resolved an issue that caused all Corrupted Dungeon hidden treasures to spawn at Tier 6; their levels and rewards now match the tier of their chosen difficulty
    • Resolved an issue that caused hidden treasures with loot to spawn less often than those with Tomes of Insight
    3 September 2020Rise of Avalon Patch 3Silence 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.
    27 August 2020Rise of Avalon Patch 2
    • Updated Infamy loss/gain in PvP:
      • Infamy loss when killed: 20% → 10%
      • Infamy gained from killing another player: 10% → 8%
    • Added flat Infamy bonus to PvP wins which varies by difficulty level:
      • Hunter: 300 Infamy
      • Stalker: 1500 Infamy
      • Slayer: 6000 Infamy
    • Adjusted loot scaling based on the increased Infamy pool from these changes
    • Slayer dungeons now unlock at 100,000 Infamy, but this unlock is now permanent
    • Players who have already unlocked Slayer level once will have it permanently unlocked retroactively
    • Matchmaking system adjusted to maintain consistent invasion chance for PvE players while guaranteeing PvP players can find a match
    19 August 2020Rise of Avalon Patch 1
    • Corrupted Dungeons and Hellgates now allow swapping of food and potions
    • A minimum distance is now enforced between the owner of a dungeon and an invader's chosen spawn location
    • Hunter difficulty IP hardcap has been changed to a softcap (10% effective IP over 900) as intended
    • Decreased HP of Bewildered Heretic Brawler over all tiers by 7%:
      • Tier 5: 1519 → 1413
      • Tier 6: 1806 → 1680
      • Tier 7: 2253 → 2097
    12 August 2020Rise of Avalon Update and Hotfix 1, 2Corrupted 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.
    12 August 2020Rise of Avalon Update and Hotfix 1, 2
    • 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
    4 June 2020Queen Patch 13 and Hotfix 13.1When 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.
    4 March 2020Queen Patch 6
    • Avalonian Artifacts:
      • All Avalonian boss chests now have a chance to give Avalonian Artifacts
      • Slightly lowered rate of Avalonian Artifacts received from final boss (Sir Bedivere)
      • Overall, this means that the drop rate of Avalonian Artifacts for any given dungeon will be approximately twice what it was before
    • Health and damage of all Avalonian enemies reduced by 14%
    26 February 2020Queen Patch 5
    • On average, the number of Black Market items a chest gives out should be the same for all tiers, but with an increased chance for higher-tier items in higher-tier chests
    • This change will reduce the drop chance for high tier items so that the overall value of the chest doesn't change
    • Additionally, loot lists were updated to reflect the changes done to artifacts and their decreased item value
    • This also affects loot from mobs
    19 February 2020Queen Patch 4
    • The magic of the Avalonians now includes interior decorating, bringing new splendor to their dungeons in the form of various art, effect, audio, and terrain improvements
    19 February 2020Queen Patch 4
    • Elite Dungeons opened via Dungeon Maps now have their own marker to differentiate them from other dungeon types
    5 February 2020Queen Patch 2Dungeons in the following yellow zones now follow yellow-zone rules as intended (previously classified as red-zone):
    • Lewsdon Hill
    • Snapshaft Trough
    • Sleetwater Basin
    5 February 2020Queen Patch 2
  • Reduced the rate of vanity capes in the loot table of Randomized Dungeon chests
  • 29 January 2020Queen Patch 1 and Hotfix 1.1
    • Fame and loot for Elite Randomized Dungeons (the large-group Avalonian dungeons found in the Outlands) have been greatly boosted:
      • Fame from enemies had been increased by approximately 45%
      • Loot from enemies has been increased by approximately 110%
      • Loot from chests has been increased by approximately 28%
        • Avalonian-specific loot has been increased by approximately 50%
    • Fixed an issue where chests in Solo Randomized Dungeons were sometimes empty
    • In all dungeons, the chance of each individual in a party now receiving some loot from a chest has been increased, and the distribution of loot between party members will be more even
    20 January 2020Queen UpdateThe 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.)
    20 January 2020Queen Update
    • Chests no longer unlock if too many mobs have been alerted but not killed en route to the chest - this includes mobs that have aggroed and de-aggroed AND mobs bypassed while invisible
    • You can now transmute 5 Solo Dungeon Maps into 1 Group Map and 5 Group Maps into 1 Elite Map at the Artifact Foundry
    • The maximum distance maps will find a dungeon has been reduced (with zero being the current cluster):
      • Group: 3 → 2
      • Solo: 3 → 1
    23 October 2019Percival Patch 8
    • Exploding Barrels no longer need to be destroyed to unlock reward chests in Randomized Dungeons
    15 August 2019Percival Patch 3 and [Known Issue] Wrong Castle Scoring Times
    • Poison zones in Undead Randomized Dungeons now tick every 3 seconds (was every second)
    17 July 2019Percival Patch 1 and Hotfix 1.1Solo 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.
    10 July 2019Percival UpdateSolo 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.
    22 May 2019Oberon Patch 7Chests 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.
    17 April 2019Oberon Patch 3
    • Greatly increased buff provided by Silver shrines in Randomized Dungeons to be more rewarding - their bonus will be increased from 50% to 400% for the duration of the buff
    20 March 2019Oberon Update - Oberon Update Hotfix #1, #2, and #3Hidden 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 Drops

    Randomized 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.
    20 March 2019Oberon Update - Oberon Update Hotfix #1, #2, and #3
    • Logout time: 60s → 300s
    • Invulnerability:
      • Now breaks after 10s or after moving 10m from spawn point, whichever comes first
      • No longer invulnerable when logging in inside a dungeon