Dungeons: Difference between revisions

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'''Merchant of Madness'''
'''Merchant of Madness'''


* Vault Exchange=Trading for Marks of Madness Currency
* Vault Exchange = Trading for Marks of Madness Currency
* Orb Binding = 100 marks
* Orb Binding = 100 marks
* Demonic Aug = 60 Marks ***
* Demonic Aug = 60 Marks
* Astral Essence = 40 Marks
* Astral Essence = 40 Marks
* Vieled Teleporter = 5 Marks (Get this asap)
* Vieled Teleporter = 5 Marks (Get this asap)
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* Turns in Deathstones - 2x EACH Wing for 6x total
* Turns in Deathstones - 2x EACH Wing for 6x total
* 3x Orbs
** 3x Orbs
* 3x Augs
** 3x Augs


'''Vault Collector'''
'''Vault Collector'''
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'''Vault Scrapbot'''
'''Vault Scrapbot'''
For when you get EXTRA stuff
For when you get EXTRA stuff

Latest revision as of 16:10, 6 August 2024

About

Dungeons are...

Path

Warden of Madness (42550)

He offers three quests for the three wings of the dungeon: Vault of Lunacy, Vault of Insanity, and Vault of Madness.

For each quest, the first thing you're required to do is hand in a Vault Tear, and he gives you a key to get into that respective dungeon wing. You'll need a Vault Tear each time. Vault tear is like a key. It opens the area and you can move in and out until you turn it in at the end. It does not expire.

You'll need one Brand for every run you do in each wing. Farming them ahead of time makes your runs go much more smoothly, because you'll probably need to have raid skills for Insanity and Madness runs, and gathering the Brands w/ raid skills would cost lots of rage To farm, go to Rooms 37869, 37870, 37871, 37877, 37876, and 37875 and kill each respective disciple or kill them during the quest for each wing. You can also turn in your Vault Tear to farm the Disciples inside each wing.

The runs themselves are simple:

  • (Vault Tear for Key)
  • 1) Kill raid mob #1
  • 2) Hand in a Brand
  • 3) Kill raid mob #2
  • 4) Kill ten low-rage mobs
  • 5) Kill raid mob #3
  • (Turn in final quest step alongside key)

You'll need to find two others to run each wing with you, and in total you need to collect two Deathstones from each wing (a rare drop from any of the three raids). One for Augment and one for Orb.

You need 12x Binding of Death to get all 3 Demonic Orbs.

Recommended to start on Lunacy runs and running it until you get both Deathstones, then never run it again. The two Deathstones will get you your first orb and a nice augment, and if you're lucky you might find a Soul of Madness or two from the raids; you will need three Souls total, found from any raid in any wing, and they will each earn you another orb (or orb upgrade, once you have all three base orbs). And from there, you can start on Insanity. Reason I suggest never running Lunacy again is because you get more "tokens" (Marks) from Insanity, so it'd be more beneficial to grind Insanity than Lunacy for the Marks you'll eventually need. It's best to run Madness, but it's much more likely you'll be able to casually grind Insanity runs without needing expensive potions like you would in Madness.


Mobs

Merchant of Madness

  • Vault Exchange = Trading for Marks of Madness Currency
  • Orb Binding = 100 marks
  • Demonic Aug = 60 Marks
  • Astral Essence = 40 Marks
  • Vieled Teleporter = 5 Marks (Get this asap)
  • Vieled Idol = 5 Marks (Wait until you enter Madness)

Orb Diviner

Turn in Bindings, you can pick ANY path 1 of each path is ideal so you can get 3x new orbs

Deathstone Seeker

  • Turns in Deathstones - 2x EACH Wing for 6x total
    • 3x Orbs
    • 3x Augs

Vault Collector

  • 3x Glyphs - Crew Raids
  • Souls of Madness - Any raid from Tear Dungeon

Vault Scrapbot

For when you get EXTRA stuff