von Paragalla » Di 09 Sep, 2003 18:06
Lost Dungeons of Norrath
Lost Dungeons contains 48 new zones in 5 generalized themes. There are 10 zones in each of the new themes, except the new Guk zones which have 8. For each theme there is a camp of adventurers with an Adventure Recruiter, an Adventure Rewards Merchant, and an Adventure Raid Recruiter. This is where groups go to talk to the adventure recruiter and receive the adventure. For each theme your group starts in a different zone, Butcherblock mountains for Mistmoore, Everfrost for Miragul’s, South Ro for Guk, North Ro for Takish, and East Commons for Rujarkan Hills.
When you accept an adventure, you have 30 minutes for any member of your group to zone into the adventure dungeon. This timer allows your group to travel to the dungeon without running down the adventure timer itself. The moment a member of your group zones into your dungeon instance, the Adventure Timer begins. You will have 90 minutes to complete the task you've been assigned by the adventure recruiter. This timer is intended to keep you moving and provide a bit of a challenge to the adventure or raid, assuming you decide to go after the main target of the raid. An adventure requires a group of 4 or more people to begin it, and always has a task that you’re asked to complete, although this task can vary from rescue a hostage, kill a specific monster, collect items, or just kill certain numbers of monsters. There are eleven total difficulty settings ranging from Level 20 to level 65 (hard), and raid datasets in some zones as well. In total this makes for over 2,500 adventures, with 384 available to any player at a time. You always have the ability to request a ‘Hard’ adventure which uses the zone datasets for the next step up, or in the case of level 65 characters a specially designed hard setting.
Spread throughout the dungeon are some rare monster spawns, although you cannot “camp” inside most dungeons as they do not respawn. Additionally there are the new interactive objects in the dungeon as well. In our adventure we came across two: a box and a chest. (Although the rewards haven’t been placed yet, so opening them was somewhat anti-climactic) Rogues and bards have the ability to use lock picking and trap disarming skills to open these objects, while Enchanters, Magicians, Necromancers and Wizards can cast a line of spells to open some as well. Yet other objects depend on the priest classes to remove curses to safely open the box.
While there are drops in the various dungeons, many of the best rewards are obtained through the accumulation of adventure points which you can use to purchase items from an adventure merchant.
Because the actual dungeons are irrelevant to what you get, and because you can only chose a theme, not a dungeon, we are listing all LDoN drops by theme rather than dungeon. The level listed shows you what level dungeon it was dropped from within a theme.