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Dungeons and Raids - Version 1 vs Version 2
Apr 25, 2026, 04:41 PM
Initial dungeon and raid reference covering structure, difficulty tiers, and AI companions
Apr 25, 2026, 09:10 PM
Clarified holy-trinity Pathway-to-role mapping and four-tier difficulty ladder
11Overview2233Instanced group content in Lord of Mysteries comes in three sizes: 6-player Dungeons, 12-player Raids, and large-scale Faction Sieges (covered separately under Faction Warfare and PvP). Each instance type uses the holy-trinity composition (tank / healer / DPS) and supports AI companion fill so groups can launch even outside peak hours.445+Pathway-to-role mapping for all six Crimson Test Pathways is covered under Pathway Roles: Bard tanks, Spectator heals, and Warrior / Apprentice / Seer / Hermit cover damage.6+57Dungeon structure687-A dungeon is a 30 to 60 minute instance with a linear or semi-branching path through three to five mini-encounters and a final boss. Mini-encounters typically involve one of three patterns: a kill-room (clear all spawns in a confined arena), a ritual room (interact with a multi-step ritual while waves attack), or a chase / puzzle (avoid a hunter or solve a Sequence-themed puzzle).9+A dungeon is a short-to-medium-length instance with a linear or semi-branching path through three to five mini-encounters and a final boss. Mini-encounters typically involve one of three patterns: a kill-room (clear all spawns in a confined arena), a ritual room (interact with a multi-step ritual while waves attack), or a chase / puzzle (avoid a hunter or solve a Sequence-themed puzzle).8109-The final boss is the dungeon's signature encounter. It scales mechanically with difficulty (Easy / Normal / Hard / Nightmare): every difficulty step adds at least one new mechanic or meaningfully changes how an existing mechanic plays.11+The final boss is the dungeon's signature encounter. It scales mechanically with difficulty: every difficulty step adds at least one new mechanic or meaningfully changes how an existing mechanic plays.10121113Difficulty modes121415+Each instanced encounter has multiple difficulty tiers. The tier ladder progresses from Easy to Nightmare, with the highest difficulty hard-favouring full human parties:16+1317Easy: solo or duo accessible with AI companion fill. Loot is daily currency and gear-fragment material.14181519Normal: balanced for a six-person party. The standard reward target.16201721Hard: gear-checked. Adds a mechanic and tightens DPS / healing pace. Drops mid-tier ritual ingredients and rare cosmetics.18221923Nightmare: the apex tier. Multiple new mechanics and a strict DPS / healing race. Drops top-tier ritual ingredients and the rarest dungeon cosmetics. Recommends a full human party; AI companions can complete it but at meaningfully lower clear rates.20242125Raid structure222623-Raids are 12-player instances pitched at 60 to 120 minute clear times. Raid roster: 1 main tank, 1 off-tank, 2 healers, 8 DPS-or-hybrid roles. Raid bosses scale with the dungeon-difficulty ladder (Normal, Hard, Nightmare) and add raid-specific mechanics (concurrent two-team objectives, mechanic split-handling, sanity pressure during multi-phase fights).27+Raids are 12-player instances pitched longer than dungeons. Raid roster: 1 main tank, 1 off-tank, 2 healers, 8 DPS-or-hybrid roles. Raid bosses scale with the dungeon-difficulty ladder (Normal, Hard, Nightmare) and add raid-specific mechanics (concurrent two-team objectives, mechanic split-handling, sanity pressure during multi-phase fights).24282529Raid loot is locked once per week per character per difficulty bracket. The lockout rolls back to free at the weekly maintenance reset, ensuring nightly raid-running of the same content has diminishing returns.26302731Sanity pressure283229-Boss-tier encounters apply flat sanity hits during cosmic-horror set-pieces. Standing through a Sequence 5 ritual cutscene, taking the gaze of a high-Sequence boss, or surviving an ultimate phase all cost sanity. Successful raid groups budget sanity tinctures and tea consumables before the pull and pace pulls so the bar can recover between attempts.33+Boss-tier encounters apply flat sanity hits during cosmic-horror set-pieces. Standing through a high-Sequence ritual cutscene, taking the gaze of a high-Sequence boss, or surviving an ultimate phase all cost sanity. Successful raid groups budget sanity tinctures and tea consumables before the pull and pace pulls so the bar can recover between attempts.30343135AI companions32363337AI companions are competent stand-ins. They follow simple priority rules per role: tanks hold aggro and rotate cooldowns on telegraphed hits; healers triage by missing-HP percentage and apply major heals on damage spikes; DPS rotate baseline ability priority. They do not improvise around new mechanics, so high-difficulty content increasingly leans on human players. Players can summon AI companions in any combination (six AI for solo, three AI for half-fill, etc.).34383539Currency and progression36403741Each clear awards instance-specific currency: dungeon coins, raid tokens, and Nightmare seals. These trade at NPCs in Backlund and the player's home base for gear, gear-upgrade material, ritual-ingredient bundles, and cosmetics. Long-tail progression is tied to weekly soft-cap currency, not raw farm hours.38423943Crimson Test scope40444145The Crimson Test surfaces a small dungeon roster targeted at Sequence 9-7 progression. Raid-tier content is built but gated; full raid testing is reserved for a later beta phase.