Dungeons: Difference between revisions

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Level 91 players with a Radiant Module can begin the [[Crypt of Echoes (Q)]] quest and try their luck against a much harder difficulty 3-man dungeon requiring higher loyalty from any faction. Raids in this dungeon have a chance to drop most items found in the previous three dungeons (including all 3 faction variations of augments and catalysts), with exceptions being Triworld Codex 47, 48, 49 and the Radiant Module. Items exclusive to raids in this harder difficulty dungeon include:
Level 91 players with a Radiant Module can begin the [[Crypt of Echoes (Q)]] quest and try their luck against a much harder difficulty 3-man dungeon requiring higher loyalty from any faction. Raids in this dungeon have a chance to drop most items found in the previous three dungeons (including all 3 faction variations of augments and catalysts), with exceptions being Triworld Codex 47, 48, 49 and the Radiant Module. Items exclusive to raids in this harder difficulty dungeon include:


* [[Triworld Codex|Triworld_Codex]] 50.
* [[Triworld_Codex|Triworld Codex]] 50.
* Aspect of Elements which can be exchanged once each by level 95 players with the [[Merchant of Echoes]] for an [[Augment of Elemental Echoes]].
* Aspect of Elements which can be exchanged once each by level 95 players with the [[Merchant of Echoes]] for an [[Augment of Elemental Echoes]].
* Aspect of Power which can be exchanged once each by level 95 players with the [[Merchant of Echoes]] for an [[Augment of Powerful Echoes]].
* Aspect of Power which can be exchanged once each by level 95 players with the [[Merchant of Echoes]] for an [[Augment of Powerful Echoes]].
* Aspect of Chaos which can be exchanged once each by level 95 players with the [[Merchant of Echoes]] for an [[Augment of Chaotic Echoes]].
* Aspect of Chaos which can be exchanged once each by level 95 players with the [[Merchant of Echoes]] for an [[Augment of Chaotic Echoes]].

Revision as of 21:39, 29 December 2025

About

Dungeons are challenging, enclosed locations in Diamond City that reward greatly for completion. Each dungeon has mobs that require three characters to raid and defeat specific mobs. Entering each dungeon requires special items as outlined in respective sections.

The main dungeons are Vault of Madness and Crypt of Echoes.

Vault of Madness

Level Requirement: 85

Starting Quest Giver: Warden of Madness

Path

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.

  • 3 Deathstones
  • 3x Demonic Glyph
  • 300x Mark of Madness (100 Per Orb)
  • 3x [[Soul of Madness]
    • All 9 raid bosses can drop this tradeable item, however harder wings have a higher drop chance. This is used only to exchange for Orb upgrades.

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


Crypt of Echoes

Level Requirement: 91

Starting Quest Giver: Warden of Echoes

Path

He offers three quests for the three main wings of the dungeon: Crypt of Elements (Alvar), Crypt of Power (Delruk), and Crypt of Chaos (Vordyn). The Crypt of Elements (Alvar), Crypt of Power (Delruk) and Crypt of Chaos (Vordyn) are faction based dungeons with raid encounters having a loyalty weakness to the faction specific to that dungeon.

Rewards from raids in these dungeons can include:

For each quest, the first thing you're required to do is hand in an Echo Module, and he gives you a text item to get into that respective dungeon wing. You'll need an Echo Module each time. Echo Module 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 Relic of Power, Chaos, or Elements 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 each run, and gathering the Relics with raid skills would cost lots of rage. You will also need one Relic of Echoes that drop from Echo of the Crypt per each run.

To farm, go to all rooms within the Crypt of Echoes and kill each respective Echo for their associated Relic drop.

The runs themselves are simple:

  • (Echo Module for Text)
  • 1) Kill raid mob #1
  • 2) Hand in a Relic of Power, Chaos, or Elements
  • 3) Kill raid mob #2
  • 4) Hand in a Relic of Echoes
  • 5) Kill raid mob #3
  • (Turn in final quest step alongside Text)

Unlike the Vault of Madness, the Crypt of Echoes drops items into the Crew Vault that are available for use immediately. There is no collection of special items that you need drops from over times, like you do with the Orbs from Vault of Madness.

Radiant Module

Level 91 players with a Radiant Module can begin the Crypt of Echoes (Q) quest and try their luck against a much harder difficulty 3-man dungeon requiring higher loyalty from any faction. Raids in this dungeon have a chance to drop most items found in the previous three dungeons (including all 3 faction variations of augments and catalysts), with exceptions being Triworld Codex 47, 48, 49 and the Radiant Module. Items exclusive to raids in this harder difficulty dungeon include: