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Guide Dungeons And Boss Altars

Discussion in 'Wynncraft' started by Druser, Apr 27, 2019.

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  1. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    @ParkourTNT since you had this in your List of Guides as a wanted guide

    Intent of this guide is to give a good overview of each dungeon and boss altar. For dungeons, it won't necessarily be an in-depth discussion of every phase (that's what the wiki is for), but I'll try to hit important points. All dungeons and altars are rated based on their recommended level - obviously if you run a low-level dungeon as a level 100, it's not going to be very difficult. Dungeons are listed first, followed by Boss Altars.

    Note - the information on rewards is accurate as of 1.18.1 (March 29th, 2019), and the April 2nd ingredients changelog.

    Dungeons
    Dungeons have the player complete a number of tasks, including combat, puzzles, and parkour, before a boss fight - most dungeons also require a quest completion to access, and a dungeon key per attempt, which can be obtained from dungeon key guardians. Dungeons reward the player with a lot of experience (often nearly a full level's worth at their recommended level), some emeralds and random mob drop items, one boss token (used to buy gear from the dungeon merchant), and three dungeon fragments (used to buy smaller rewards from the dungeon merchant, like teleport scrolls and gathering tools). Dungeons are usually a fair amount harder than regular gameplay at their level. There are currently 15 dungeons in Wynncraft.

    Decrepit Sewers
    Recommended - Level 9
    Can Access - Level 5 (Quest req. "The Sewers of Ragni")
    Location - Near Katoa Ranch outside the northern gate of Ragni, at (-919, -1883)
    Length - ▮▯▯▯▯
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▯▯

    Being the first dungeon, Decrepit Sewers is primarily combat-focused, with a small parkour phases. The two combat phases both introduce the player to the common dungeon mechanic of obtaining tokens from dungeon mobs in order to progress between phases. The dungeon is not particularly difficult for its level, although like all dungeons it's a fair amount harder than typical content of its level. The second combat phase introduces the player to pressure plates that raise walls to block ranged mobs, a gimmick that will also be used against the boss.

    Like all dungeons, Gathering Tools of the relevant tier (in this case, Tier 3/Level 15) can be bought here, in addition to dungeon teleport scrolls (which don't cost any soul points to use) - I won't mention these in future descriptions. The armor rewards Knee and Ribcage both give a substantial amount of health, and the weapons are all powerful for their level. Witherhead's Talisman is quite useful at low levels for its relatively high XP bonus. Being a low-level dungeon, the gear rewards require relatively few runs to purchase. The rare dungeon drops - Witherhead's Bow, Rat Skull, or Vertebra - are all quite useful at low levels. You can also obtain Tier 1 powders from this dungeon, although powders are common enough that this quickly loses its utility.

    Infested Pit
    Recommended - Level 18
    Can Access - Level 14 (Quest req. "Arachnids' Ascent")
    Location - Southern slope of Mount Wynn, just north of the Nivla Woods, at (-171, -1820)
    Length - ▮▮▯▯▯
    Difficulty - ▮▮▮▮▯
    Rewards - ▮▮▯▯▯

    Infested Pit introduces more challenging parkour, with phases where the player has to bounce off slime blocks to reach the next platform. The combat sections focus on swarming the player with a large number of mobs, which makes the dungeon particularly challenging as a Mage or Archer, since neither has an AoE spell yet at the recommended level - although, it's still a challenging dungeon with any class. The boss follows the theme of the combat phases, with a large number of minions present throughout the fight.

    The rewards for this dungeon are decent. The weapons are all fairly useful, though not super strong, and can be good if you have underleveled weapons since they only require a few runs. The Spider Set is somewhat strong, particularly the chestplate since it gives mana regen. It's also possible to get Arakadicus' Body as a dungeon drop, which is very rare but extremely powerful for its level.

    Lost Sanctuary
    Recommended - Level 24
    Can Access - Level 21 (Quest req. "Studying the Corrupt")
    Location - Center of the Sanctuary Bridge connecting Time Valley to the Elkurn area, at (-262, -1045)
    Length - ▮▮▮▯▯
    Difficulty - ▮▮▮▮▯
    Rewards - ▮▮▮▮▯

    Lost Sanctuary is challenging all-around, between the fast-paced burning bridge parkour and juggling large numbers of powerful and varied mobs in the multiple combat sections. These are among the first regular mobs that use spells regularly, with Heavy Charge in particular being quite dangerous (not to mention the boss' use of the dreaded Heavy Flamethrower). Using the TNT dropped from Creepers to blow holes in the defensive walls also introduces the technique needed to beat the boss - his health pool isn't meant to be beaten directly at-level, but by opening the floor in the middle of the arena with TNT and luring him into the pit.

    The rewards for this dungeon are very good. Brise, Butterfly, and Vitre all provide good skill points boosts, in addition to the spellcasting potential of the first of those, with mana regen and spell damage boost. Gold Digger provides a very large amount of loot bonus for its level, behind only a near-maxed Opulenity, Garoth's Hope is very useful in turning fire-oriented playstyles offensive, with its 30% fire damage boost, and Mud's 38% melee damage boost is very high for its level. Field is one of the best rings at its level, providing good rainbow damage and defense boosts with no requirement. Note that many of the strongest rewards require many dungeon runs to purchase.

    Underworld Crypt
    Recommended - Level 27
    Can Access - Level 24 (Quest req. "The Dark Descent")
    Location - Inside the demon skull in the center of the colosseum in Ancient Nemract, easily visible by the giant tree that the skull displaced, at (227, -1950)
    Length - ▮▮▯▯▯
    Difficulty - ▮▮▯▯▯
    Rewards - ▮▮▮▯▯

    Underworld Crypt is one of the least combat-heavy dungeons in the game, at least in the sense that there is very little token collecting, which tends to make it one of the easier dungeons. The survival phase can be challenging if you aren't careful, and likewise for the boat ride, but the mobs in the first room don't need to be fought at all and obtaining the token for the boat ride isn't that tough. The boss fight can be challenging if you aren't used to it, but generally spamming General Graken and doing what you can against Charon's minions is enough to win.

    The two armor rewards are decent but not particularly amazing, although Dead Samurai Plate's walk speed is quite good for its level. The rare and legendary weapon rewards are all quite good, although Death's Reach is somewhat lacking since it penalizes spells and walkspeed on Archer.

    Sand-Swept Tomb
    Recommended - Level 36
    Can Access - Level 33 (Quest req. "Kingdom of Sand")
    Location - Against the eastern mountains of the desert, at (1409, -1830)
    Length - ▮▮▮▯▯
    Difficulty - ▮▮▮▮▯
    Rewards - ▮▮▮▮▯

    The reworked Sand-Swept Tomb is significantly longer than the old one. The survival/token sections are all fairly challenging, plus four different options for the main token room and another four for the parkour section (which is rather long and difficult) make this a tough dungeon. The boss fight is probably the most difficult boss up to this point outside of boss altars, with three phases that fight rather ferociously and cast strong spells often. Although, after the first run I wouldn't exactly call Hashr "Master of the Unexpected" anymore...

    The rewards for this dungeon are very good. Dune beast Jaw is the worst of them but still gives a hefty strength bonus, making it very useful with earth weapons. Springtrap gives the highest health bonus of any item at its level. The rare weapons are all pretty strong, and the legendaries are even stronger - Hashr Claw is by far the strongest dagger in its level range, Chaser gives a large boost to walk speed, Karma gives nice mana regen and a lot of spell damage, and Sprout's attack speed lines up very conveniently with Mummy's Rag (if for some reason you choose to go melee mage...).

    Ice Barrows
    Recommended - Level 45
    Can Access - Level 43 (Quest req. "Fate of the Fallen")
    Location - Against the southern mountains of the Nesaak Forest, at (177, -667)
    Length - ▮▮▮▮▯
    Difficulty - ▮▮▮▮▯
    Rewards - ▮▮▮▮▮

    Ice Barrows is quite long, with 4 different combat sections (3 if you manage to speedrun the corridor before the ice walls form), a moderately challenging parkour on ice blocks, and a short puzzle. Defeating many of the mobs relies on taking advantage of heavy earth weaknesses - if you don't have an earth weapon make sure you at least have a weapon with some neutral damage, so you can use spell conversion (every class has a spell with earth conversion). It also makes use of unkillable mobs, including as minions during the boss fight, and a unique ice spikes spell that inflicts heavy damage and debuffs.

    The rewards for this dungeon are easily among the best in the game at their level. Brainfreeze is the weakest of them but still quite powerful if you're willing to sacrifice some Intelligence. Blasphemy gives the second-highest mana steal of any armor in the game, Heartbreak is one of the only attack speed boosters without any downsides, Vapor gives the highest Fire damage of any ring in the game (tied with one-piece Clock Set), Shade boosts Air damage and walk speed by a lot, Heartfire gives a ton of health and at-level makes you effectively immune to Fire damage, Criistal gives a ton of XP bonus (4th highest in the game). Not to mention you can also buy Potions of Wisdom.

    Undergrowth Ruins
    Recommended - Level 54
    Can Access - Level 52 (Quest req. "Corrupted Betrayal")
    Location - Outside Troms, at (-660, -835)
    Length - ▮▮▮▯▯
    Difficulty - ▮▮▯▯▯
    Rewards - ▮▯▯▯▯

    Undergrowth Ruins is generally not particularly well-liked in the community, primarily due to the tedious combat rooms (20 tokens with a very low spawn rate in the first one, and no less than 40 tokens in the second one). The boss is relatively straightforward, rather similar to Ice Barrows.

    The powders might be the best rewards, partially because they're Tier 4 but also because the gear is not that good. Molten Greaves is alright since it gives a lot of health and nearly rainbow elemental defenses, but the other armor and weapons aren't that strong, especially since they often require a lot of runs to purchase.

    Galleon's Graveyard
    Recommended - Level 63
    Can Access - Level 61 (Quest req. "Redbeard's Booty")
    Location - On a ring-shaped island north of Pirate Cove.
    Length - ▮▮▮▮▯
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▯▯

    Galleon's Graveyard is low on combat compared to most dungeons, similar to Underworld Crypt. The parkour is pretty straightforward, although the disappearing platforms can be annoying if you tend to go slowly. The boat section can be weird if you aren't used to it, but by the second or third time it's pretty easy, and the whirlpool section can be annoying if one of the ones below you casts and drags you off a platform. The boss fight tends to take a while since the cannonballs rarely manage more than a few hits off before exploding.

    The rare weapon rewards are decent - not particularly notable but not bad either. Redbeard's Hand Cannon is quite good if used properly, allowing for an easy 5k melee dps using the three attack speed boosting armor pieces up to that point alongside any health-boosting helmet or such (thunder powders recommended to take advantage of Heartbreak and Electrocharge Greaves' thunder damage boosts). Admiral is quite good as well, giving a lot of health, rainbow element defenses, and skill points boosts, although it requires a lot of runs to purchase.

    Corrupted Decrepit Sewers
    Recommended - Level 70
    Can Access - Level 65 (no quest req. for the corrupted dungeons)
    Location - The Forgery, at (-859, -4926)
    Length - ▮▯▯▯▯
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▮▯

    Pretty much the exact same as the original, just with correspondingly buffed mobs. Shouldn't be much different, nor take very long to complete.

    The rewards are generally very good. All of the weapons are legendary, and quite strong, particularly since 6 or 7 runs of this dungeon doesn't actually take that long. The armor includes 3 rare pieces, of which Bane gives a massive Dexterity boost while Sorrow gives a massive water damage boost (and a bit of mana regen). Void is kind of eh, all though I guess the loot and xp bonus is nice. Corrupted Nii Shako is a very good defensive rainbow helmet, especially when paired with Admiral.

    Corrupted Infested Pit
    Recommended - Level 74
    Can Access - Level 69
    Location - The Forgery
    Length - ▮▮▯▯▯
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▯▯

    The dungeon remains essentially the same as the original but with buffed mobs, which effectively means it's a fair amount easier than the original since you now have all of your spells and can effectively crowd control with any class.

    The rare weapons are alright, although Salticidae in particular shines because of its walk speed and Agility boosts (the former second only to Archangel and Slider). Corrupted Nii Plate is great for spell damage boosting, and Vanguard is an excellent all-around bracelet, giving nice damage buffs in addition to very good xp bonus and pretty good loot bonus.

    Corrupted Lost Sanctuary
    Recommended - Level 78
    Can Access - Level 73
    Location - The Forgery
    Length - ▮▮▮▯▯
    Difficulty - ▮▮▮▮▯
    Rewards - ▮▮▮▮▯

    Can't speak much to this dungeon since I never actually finished it, but I'm told the boss fight is rather annoying. I really should get around to doing it...

    Corrupted Nii Mukluk is kind of eh, not much going for it although I guess the damage and skill points boost is nice. Centipede pretty much controls the entire endgame melee meta, being the only armor piece with +2 attack speed tier - it's ubiquitous despite its downsides (difficult reqs, low health, and kills spell damage). The elemental Sanctuaries are all rather useful in endgame, usually giving the highest elemental damage boosts in exchange for no health.

    Corrupted Underworld Crypt
    Recommended - Level 82
    Can Access - Level 77
    Location - The Forgery
    Length - ▮▮▮▯▯
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▮▯

    The major change here is that the boss fight is different - it requires killing minions to get tokens, which you use to spawn General Graken. This typically makes the dungeon slightly longer than the original, since it might take a few attempts for this to kill the boss and the hopper takes quite a while to respawn after Graken dies.

    The rewards are quite good. Unlike the original which mostly has weapons, this one mostly has armor and accessories. Argos and Ossuary are quite good, Tophet and Achilles are less good but have applications in some situations. Prognosticum gives nice damage and mana steal, Drain gives the highest life steal of any necklace in the game, and the Black Catalyst set gives nice mana regen, spell damage, and xp bonus, at the cost of 500 health. Corrupted Uth Plume is alright, not particularly standout.

    Corrupted Sand-Swept Tomb
    Recommended - Level 86
    Can Access - Level 81
    Location - The Forgery
    Length - ▮▮▮▯▯
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▮▯

    Easier than the original despite being basically the same, simply because we're nearing endgame now. Not much to say here, there are practically no changes.

    The rewards are generally good. Golden Scarab is a nice all-around thunder armor piece, while Dune Storm gives the highest walk speed of any helmet plus strong damage buffs in exchange for a ton of negative health and high requirements. Dust Skaters and Lion Pelt are alright, though less commonly used. The weapons are all very good - Judas is among the most common endgame wands, and the other three are excellent pre-endgame weapons. Sacramentalia gives 2/4s mana regen and some health regen, which probably has some applications but utility bracelets in general are weaker than their ring and especially necklace counterparts. Also Corrupted Uth Belt exists I guess.

    Corrupted Ice Barrows
    Recommended - Level 90
    Can Access - Level 85
    Location - The Forgery
    Length - ▮▮▮▮▯
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▮▯

    I also haven't done this dungeon, but based on videos I can check mob health and see that's about the same as the original, perhaps a bit easier.

    The armor rewards are extraordinarily good, outside of Corrupted Uth Sandals which only exists to complete the set. Gaze from the Snowbank gives nice damage and mana steal, Conduit of Spirit is basically a more offensive Boreal-Patterned Aegis, and The Crossing gives an absurdly high amount of raw spell damage. Peaceful Rest is a good Fire wand for endgame. Rune of Safe Passage's massive no req health bonus (tied with Diamond Solar Ring for highest in the game) is extremely useful for patching health on builds looking to use glassy items. The rare weapons and necklaces are alright I guess, though they don't see that much use - Final Compulsion is nice for tierstack melee, but the rest are generally overshadowed by other options.

    Fallen Factory
    Recommended - Level 90
    Can Access - Level 89 (Quest req. "The Envoy Part II")
    Location - south of Corkus City's southern gate, just over the hill, at (-1675, -2600)
    Length - ▮▮▮▮▮
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▮▯

    A very long dungeon, with many combat phases, an interesting parkour (which is long the first few times but becomes trivial after a while), an assembly line phase, and a very long boss fight that involves token collecting to reach the boss. A typical experienced endgame player will still generally require 10 to 15 minutes to complete the dungeon, and the record time is just under 7 minutes (with a Mythic and Loot Bomb).

    Practically every reward except Packet has good endgame applications. Megabyte is an excellent all-around damage booster with nice health benefits, Gigabyte is the best no req. skill points necklace (plus a few other neat benefits), Byte has quite a lot of health for a ring (though it's not nearly as strong as the other two since elemental defenses boost of 14% isn't that great). Antistatic is a great defense patch for Earth builds, Discharge gives a ton of damage without sacrificing health like Tesla, Heat Sink gives great lifesteal and tankiness, Sine gives a bunch of skill points and nice mana steal. Wick, Sawtooth, and Compiler all have pretty good uses at their level as well.



    Boss Altars
    Boss altars are difficult "secret" challenges hidden throughout the world. Activating a boss altar requires items of some kind, often (but not always) ingredient drops from a nearby mob. This gives the player a World Discovery (and the corresponding experience), provided they are at-level, and the opportunity to fight a boss for a significant amount of emeralds and a chance at obtaining powerful and unique rewards - typically 3-5 items and sometimes a few ingredients. Boss altars are generally a lot harder than regular gameplay or dungeons at their level, being boosted 2-3 times health and 1.5-2 times damage, compared to their at-level baseline.

    Bovine Barn
    Recommended - Level 20
    Sacrifice - 20 Leather (obtained from killing cows around the barn)
    Difficulty - ▮▮▮▮▮
    Rewards - ▮▮▮▮▯

    Bovine Barn is the first boss altar by level, and easily one of the hardest. The Durum Protector has max altar stats (3x baseline health and 2x baseline damage), is a fast melee mob, and also uses a powerful Heavy Charge that can oneshot many at-level players. Fighting this boss at the recommended level means you only have two spells, so good luck Mages trying to kill this thing with your basic attack while avoiding a Heavy Charge oneshot. The scarecrow minions are surprisingly dangerous, particularly since at this level few players have enough movement ability to evade their attacks, even as Archer (since the speed upgrade is level 26).

    Greenhoof is a nice pair of walkspeed boots that also gives great melee and earth buffs, especially for a unique. The Scarecrow's Vest is a great defensive option, providing more health than all but one other item at its level, while Durum's Serenity gives good xp bonus and enough skill points to have a few endgame applications, with health and elemental defenses to boot. I know there's an ingredient reward but I've completely forgotten what it is (nor are altar ingredients well-documented).

    Rotten Passage
    Recommended - Level 25
    Sacrifice - 16 Rotten Flesh (obtained from killing zombies and similar undead all across Wynn)
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▮▯

    Honestly, I think the difficulty of this one is overestimated. Sure there are a ton of minions, and Haros' heal AI makes him rather annoying, but all classes have an AoE spell at this point, so it's not nearly as difficult as it appears. The minions will die in a couple of hits from an AoE spell, and despite Haros' high health of 7000, he doesn't actually take that long to beat since he doesn't really fight back. That said, it's still a boss altar so don't go in expecting a cakewalk.

    Crossbolt is an okay weapon, though not all that helpful as an Archer given its poor melee. Haros' Oar is quite powerful, with high damage boosts and good mana steal, not to mention poison, and access to a powder special if you really want to use one at level 30. Obolus is excellent, rendering you effectively immune to most elemental attacks at-level and giving nice Def and health regen, in exchange for no health. It also has the second highest loot bonus of any chestplate, and a solid chunk of soul point regen (rather fitting, given the inspiration). Powdery Bone is meh, as is to be expected from a guaranteed drop. Router's Shield looks fairly strong, with high defense and health boosts. Haros' Broken Badge is very rare but the second-best spell damage ingredient for jeweling, in addition to giving some extra skill points.

    Sunrise Canyon
    Recommended - Level 40
    Sacrifice - 12 Coyote Fangs (obtained from killing coyotes throughout the Rymek canyon area, particular on the long central mesa)
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▮▮

    Rymek Luke is a little like fighting one of the easier LI bosses - not that bad once you understand how he fights, but if you make a mistake it can be devastating. Avoiding any risk-taking and being aware ahead of time about his extremely high damage and negative knockback will make the fight a lot easier.

    Redrock Bandanna is pretty strong with mediocre health but large damage boosts. Sundown Poncho takes this to the extreme, giving massive fire/thunder/melee damage and Def/Dex boosts in exchange for -1 attack speed tier - with faster weapons (or with Deadeye...) it can be very strong. Deadeye allows for essentially oneshotting any at-level regular mob, in addition to an extremely large Dex boost of up to 44. All are quite strong if used well.

    Prison of Souls
    Recommended - Level 45
    Sacrifice - 15 Ghostly Essence (obtained from killing most mobs around Twain Lake)
    Difficulty - ▮▮▮▮▮
    Rewards - ▮▮▮▮▮

    Any of the combinations of the four bosses for this altar are very dangerous together. The Beast's teleport, meteor, and strong burst fire make it quite powerful, and The Enslaved's heal prolongs the initial fight if it isn't taken out quickly. The second phases, The Unbound and The Unfettered, are both fast melee mobs with dangerous spells - fighting one of the second with one of the first is particularly dangerous. To top it off, each of them has around 10,000 health.

    The rewards are very much worth it. Constrict Collar's health and Defense boosts are very strong, and the health regen penalty is pretty easy to overcome. Binding Brace gives massive Thunder damage and nice Dex, enough to be viable in endgame. Shackles of the Beast gives very high health and a massive melee damage boost, while Marius' Prison gives very high mana steal and raw damages, good health, and some life steal to top it off. Eye of the Beast is decent at endgame, but is actually pretty weak at-level since its likely uses are pretty easily outclassed by Crystal-Blend Pendant, Cupid, and Concentration (as well as by Myrrh in another 15 levels). Aside from that, we can clearly see why Marius felt the need to imprison The Beast.

    Plague Laboratory
    Recommended - Level 55
    Sacrifice - 16 Cursed Venom Sacs (obtained from killing Cursed Silk Spiders in dens found around the swamp)
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▯▯

    The Plague Doctor can be overwhelming if you're aren't aware that the minions are mostly unkillable, but once you learn to focus on the boss before the minions overwhelm you the battle isn't too tough, at least for a boss altar (he still has quite a lot of health). Spawn rates for Cursed Silk Spiders are very low outside of their dens, so you basically have to go into the dens if you don't want to spend an hour grinding for the sacrifice.

    The rewards are decent - they have good uses but not particularly great ones. Purification Bead's health regen is nice, and Plague Mask's rainbow defenses can be useful - although the damage penalties hurt a bit. Plague Staff is powerful as a secondary, especially with Curse, but not having access to Meteor makes it challenging to use in some situations.

    Tribal Sanctuary
    Recommended - Level 57
    Sacrifice - 12 Zombie Eyes (obtained from various zombie-like mobs in the jungle, such as Jungle Fetishes, as well as Rotten Zombies in Herb Cave)
    Difficulty - ▮▯▯▯▯
    Rewards - ▮▮▯▯▯

    Being the only boss altar that is required for a quest, Tribal Sanctuary has relatively low buffs and is widely considered one of the easiest boss altars. That said, it's still fairly challenging for many first-time players. The boss is a realtively slow melee mob with a fairly powerful multihit - however the small arena contains a significant number of minions including several shamans that will heal the boss, and should be eliminated quickly before going after the boss.

    The altar rewards are decent, though not particularly strong. Onenya Hronkas is rather tanky, and gives some nice melee damage but in exchange for a tier penalty. Ohonte Kerhite gives a lot of good spell buffs like 4/4 mana regen, Intelligence, and upwards of 70% to spell water, but its base damage is very low - beneath even normal weapons at-level. Kahontsi Ohstyen gives a number of useful general boosts in exchange for killing Thunder damage and Dex. However, all of the items have skill point requirements nearly equal to your available base skill points at-level, making them very hard to use in practice.

    Challenge of the Blades
    Recommended - Level 70
    Sacrifice - 16 Werewolf Tails (obtained from killing Werewolves found throughout Kander Forest)
    Difficulty - ▮▮▮▮▯
    Rewards - ▮▮▮▯▯

    Challenge of the Blades is a very unconventional boss. Having to handle a large horde of fairly powerful opponents (nearly 20k health per copy on the final phases) is quite a challenge, particularly when they frequently use Teleport and Vanish. This can make the fight very difficult, even if you're used to the battle. That said, the damage output of each individual copy is pretty low, so tankier classes usually won't have too much of a problem in the fight.

    The rewards are decent. Shadestep is alright but aside from the walkspeed the benefits usually aren't enough to outweigh slight negative health and negative health regen. Blade of Shade is kind of mediocre, it's kind of like The Exile but weaker and gets beaten in damage by at-level uniques. Shackle of Shade is an excellent elemental defense patch, with many uses in endgame for low req (well, low if you aren't using Aphotic + Ex Nihilo...). Wriggling Darkness and Subsuming Darkness are alright, but usually damage boosters work out better on crafted weapons so they don't see much use.

    Altar of Sanctification
    Recommended - Level 70
    Sacrifice - 1 Skiens Badge (obtained from killing General Skien in the secret basement of the castle on Skiens Island)
    Difficulty - ▮▮▮▮▯
    Rewards - ▮▮▮▮▯

    Revenant of Skien is ferocious. If you don't have a dual-element or tri-element weapon that hits his Water/Thunder/Air he's very dangerous, with 11 forms and the ability to spam Multihit, Heavy Charge, Arrow Storm, and Vanish, alongside fast movement speed and a pretty significant chunk of health. His fighting style makes him very hard to track, especially in the stages with Charge-spam. That said, the relatively low health of each phase makes him easier than he otherwise would be, since it leaves plenty of opportunity to set up after beating a phase, and his weaknesses happen to coincide with several powerful at-level weapons, including Maelstrom, Chakram, Ethereal, Heaven's Gate... practically every legendary weapon nearby.

    The rewards are quite good, for the most part. Quick-Strike leggings is a powerful no-downsides tier booster. Back-up Plan has a massive health bonus for its level and a ton of defensive skill points. Titanium Chunk and Large Titanium Chunk give pretty nice health, although health is rarely lacking on crafted armor even outside of endgame, since you get baseline anyway. Helm Splitter also exists but it's kind of trash.

    Arena of the Legends
    Recommended - Level 70
    Sacrifice - 5 Broken Badges (obtained from killing Trainers in the Temple of the Legends training arena)
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▯▯

    Probably the easiest of the three level 70 boss altars. The elemental resistances and variety of strong spells can be challenging, but the first four phases die quickly even if they have resistance to your element, so it's really just the last phase that's troublesome. The minions are basically inconsequential.

    The rewards are meh for the most part. Trainer's Pendant is basically just a worse Criistal, and Legend Guard's Plate gives nice health and rainbow defenses but the reqs and spell penalty make it hard to use, since there isn't much in the way of tierstack at this point in the game. Pearlescent Jewel and More-Pearlescent Jewel are decent for raw spell, although often it's easier to just stack Native Jadeite (actually I'd probably say Pearlescent Jewel is better than More-Pearlescent Jewel overall). Stave of the Legends is actually really good if you get 3/4s mana regen, since it has the highest damage of any wand at-level (besides Pure), along with nearly rainbow defense boosts, a solid spell damage boost, and up to +9 in all except Agility.

    Geyser Pit
    Recommended - Level 90
    Sacrifice - 20 Robot Antennae (obtained from killing various mechs throughout Corkus)
    Difficulty - ▮▮▮▯▯
    Rewards - ▮▮▮▮▯

    Geyser Pit is generally considered a pretty easy boss altar - aside from the fast minions and explosions beneath your feet, the boss is basically your typical slow melee mob with the occasional Charge or Meteor or whatever. Even if it's resistant to your element it shouldn't be a problem.

    For the ease of completion and obtaining the sacrifices, the rewards are quite nice. Tera is an excellent Earth/Thunder leggings, giving nice damage and skill points boosts. Breakbore is kind of eh, although it's not horrible - it can certainly be used effectively. Summa is excellent, with a total of 10 skill points (surpassed only by Facile and Prism) and mana regen, in exchange for negative health regen and minimal elemental defense penalties. The three ingredients are quite nice too - Shiny Mineral Deposit's rainbow skill points boost, Mixed Jewel Deposit's damage boost, and Mixed Mineral Deposit's very large health boost and nice melee damage are all quite useful, particularly since they don't have particularly high durability costs.

    Aerie of the Recluse
    Recommended - Level 95
    Sacrifice - 12 Astrochelys (obtained from killing various mechs throughout Corkus)
    Difficulty - ▮▮▮▮▮
    Rewards - ▮▮▮▮▮

    Good luck punching through 400k health with double the typical endgame boss regen and Heal spell to boot. If that wasn't tough enough, Urdar's near-constant harassment can easily kill an unprepared player, and 75k health is pretty high for a minion. This altar is rightfully considered one of the hardest in the game.

    The rewards are very good. Eidolon is one of the few viable endgame tierstack wands, easily reaching 8k melee dps (which sounds meh until your realize it's better than most Ignition builds, alongside Mage's access to Heal - and all from a Unique weapon). Nona is criminally underrated, having the fourth-highest damage among non-mythic daggers (behind only the big three - Black, Sitis, and Infused Hive Dagger), and the health regen isn't that hard to counter (e.g. Elder Oak Roots). Dondasch gives very high walkspeed alongside no negative elemental defenses and some decent damage. Urdar's Stone has nice earth damage, and Adamastor's Stone has a nice health bonus and neat negative Agi req.

    The Orange Wybel
    Recommended - Level 99
    Sacrifice - 20 Wybel Fluff (obtained from killing various types of Wybels on Wybel Island)
    Difficulty - ▮▮▮▮▮
    Rewards - ▮▮▮▮▮

    This would be a 4-star difficulty rating if not for Wybel's ability to basically oneshot most players whenever it feels like doing so. Even a pretty tanky warrior with decent elemental defenses is still going to be taking significant damage, especially from the Cores. Managing three different types of minions - mobile negative knockback melee minions with flamethrower, some with massive elemental damage and self-destruct, and some that spawn in large groups and cast Heal - in addition to dodging the Orange Wybel as it flies around the tiny arena compound to make this one of the most difficult boss altars in the game.

    Borange Fluff is often looked down on after all the nerfs - particularly being as rare as it is, it's almost never used in recipes these days, although it's still pretty decent - just not as a 5% drop from one of the hardest bosses in the game. The weapons all offer something unique - Slider's extremely high walkspeed, Stinger's unparalleled hybrid potential, Bonder's massive mana regen and health regen, and Braker's base damage surpassing every other spear (mythics included) - all make for quite powerful rewards.
     
    Last edited: May 12, 2019
  2. Gigavern

    Gigavern Giant Fern VIP+

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    Clockwork ring intensifies.
     
  3. Shots

    Shots Legendary Adventurer HERO

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    Web plate is actually super good depending on the weapon you're using. The 2/4s ms and small bit of ls is actually really useful at lower levels. The drastic downside is the pitiful 50 hp, but low hp doesn't matter a ton at low levels. Granted though, you have to do this 4 times in order to get it.

    You also forgot to mention that you can get Arakadicus' body as a drop from completing this dungeon.
    upload_2019-4-27_18-16-44.png
    Not sure how often it actually drops, but it's an insanely good chestplate for that level thanks to it's skill point, xp, and lb boosts, especially when paired with an earth/thunder weapon.
    It should be noted that Dune Beast Jaw also has a pretty good chunk of hp for a helmet at that level, and the strength bonus itself increases any elemental damage dramatically because of the nature of strength.
     
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  4. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Huh, not sure why I missed Arakadicus' Body, thought I got all the relevant dungeon drops (Ra is kind of meh).
     
  5. A Human

    A Human Definitely not an alien. VIP+

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    Great guide, I’d just like to suggest putting everything in spoilers so it’d be a bit easier to navigate and find what you’re looking for.
     
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  6. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    I detest spoilers. Ctrl+F forever. :P
     
  7. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Finished the dungeons section, and did some more polishing.
     
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  8. Shots

    Shots Legendary Adventurer HERO

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    Hurray FF is here now I am satis...
    wait
     
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  9. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    I definitely thought of your video when I wrote that, but you know it's kind of true. Packet is probably the worst of the FF rewards.
     
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  10. Shots

    Shots Legendary Adventurer HERO

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    Yeah, Packet's mediocre at best. Even Sawtooth, like you said, at level is pretty useful (although at 100 it falls off a lot compared to Wick/Compiler). However, Packet's an ok air secondary, since 45 sp in agility is a lot less compared to a lot of other options for that unless you're me and have every single hive bow powdered differently so that becomes irrelevant. Explosion is only helpful in large groups of mobs though.
     
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  11. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Update - added the first four boss altars.
     
  12. Locky1110

    Locky1110 Famous Adventurer

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    Third best, behind Diamond Dust and Discoverer sorry I couldn't help myself.
    You also need to remember that it has -12% spell damage and a 50 strength requirement, which can make it hard to fit into a spell build.

    Dune Beast Jaw is probably one of my favorite items from the dungeon, it has 400 hp, which makes it the highest hp helmet to that point (although, there are a few that have a bit more hp later on.) and it has 10 strength to boot, making it increase damage.

    But yeah nice thread.
     
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  13. Bleiiz

    Bleiiz The Hole Finder

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    I believe the scarecrow minions can drop Corn Husk, a T1 ingredient for scribing and cooking
     
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  14. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Hey I finished this.
     
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  15. Shots

    Shots Legendary Adventurer HERO

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    Werewolf tails*.

    Also, going to have to disagree with you on the difficulty of this altar. It's pretty easy to kill them in the boss with really any class as long as you use a weapon they are weak to (and even without one it doesn't take that long). If you go with at bit of elemental defense as well, they do pathetically low damage to you regardless of the class. Sure, it may seem chaotic, but in reality it's really not anywhere near as bad as you make it seem imo. This can also apply to Altar of Sanctification, because, like you said, you can easily kill him before even has a chance to do anything if you come with really any weapon around that level that he is weak to.
    NONA IS BAD LOL @YYGAYMER .
    In all seriousness though, you should point out that Nona's piercing is also very lackluster due to the nature of it being superfast and earth/air. The only real way you can make it as good as you make it out to be is by stacking raw melee with it. Even with this though, I'd probably put flameshot hilt above it due to the much better piercing, along with the specialist necrosis+taurus set-up (although this will usually require very good rolls on attack speed for taurus+necrosis).
     
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  16. ParkourTNT

    ParkourTNT Wynncraft has houses in the 1.20 update :D HERO

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    I think i remember an IM member said something about Borange Fluff being a joke.
    Oh yeah, here is the quote:
     
  17. Gigavern

    Gigavern Giant Fern VIP+

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    I agree that Nona is criminally underrated (tho it's low penetration hurts), but I think you're underestimating Thrunda Ripsaw here.
     
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  18. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Maybe those two altars are easier without being Archer (most recent at-level runs I'd get threeshot by Revenant of Skien's Charge or Blade of Shade's Multihit).

    I'm actually talking about spell Nona here heh.
    Yeah, Thrunda is kind of overshadowed by Hive Dagger but it does seem to get damage that would otherwise be considered really good. I do wish it had something interesting going for it like the other Uth weapons though.
     
  19. Shots

    Shots Legendary Adventurer HERO

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    Actually, both of those altars are still pretty easy as archer due to your dps easily being able to kill them.

    Nona spell gets demolished by anything with earth/air defense unless you have a load of raw spell. For example, Nona struggles getting through Mummyboard with just spells due to the earth/air defense it has. Due to it's superfast attack speed though, it's much better to slap raw melee with it since you can do that relatively easily to skyrocket in melee dps.
     
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  20. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Wondering if I shouldn't bump Skien's health a bit, even though in reality he should have like 90k health tops instead of the 125k he has
     
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