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Dungeons

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Where the loot is, the teeth are. The location coordinates below come from the interactive map’s POI data; the monster lists in each section are extracted directly from this shard’s spawn files (../servuo/Spawns/*.xml, via tools/extract_dungeon_spawns.pydata/dungeon_spawns.json) — so they reflect what actually spawns here, not era lore. Where this shard runs the revamped version of a classic dungeon (Despise, Wrong), the spawn reflects that.

New to delving? Read Combat Basics and Treasure Hunting first, and skim the Bestiary for what you’re about to meet. Most dungeons exist on both Felucca and Trammel with identical spawns — but in Felucca they’re also open PvP zones with better loot.

Map of Felucca dungeon locations

DungeonLocation (x, y)MapDanger summary
Despise(1301, 1090)Despise locationA fair first dungeon, now revamped with a Good/Evil split.
Orc Cave(1017, 1430)Orc Cave locationOrc clans; manageable for new fighters.
Covetous(2498, 921)Covetous locationMulti-level: harpies and gazers up top, undead below.
Deceit(4111, 434)Deceit locationUndead-infested island dungeon — bring spirit and silver.
Shame(511, 1565)Shame locationThe classic elemental dungeon.
Wrong(2043, 238)Wrong locationThe old prison; this shard fills it with Juka and golems.
Destard(1176, 2637)Destard locationDragon-infested. Not a place to wander into by accident.
Hythloth(4721, 3822)Hythloth locationVolcanic depths: daemons and balrons. End-game territory.
Fire(2923, 3409)Fire Dungeon locationLava caverns of fire elementals, efreet and lava lizards.
Ice(1999, 81)Ice Dungeon locationFrozen warren of ice elementals, frost trolls and ratmen.
Khaldun(5571, 1320)Khaldun locationAncient Lost Lands tomb; cursed undead and zealots.
Painted Caves(5765, 2622)Painted Caves locationLost Lands cave system; troglodytes and savages.
Terathan Keep(5451, 3143)Terathan Keep locationTerathan vs Ophidian war-fortress in the Lost Lands.
Blighted Grove(587, 1641)Blighted Grove locationCorrupted swamp grove (ML); home of the Corgul-era growths.
Prism of Light(3785, 1090)Prism of Light locationCrystal dungeon (ML); wisps, vortices and crystal beasts.
Palace of Paroxysmus(6166, 1180)Acid-drenched lair of the Slasher of Veils’ kin (SA).
Ankh Dungeon(710, 1362)Ankh Dungeon locationSmall dungeon near the Ankh.
Wisp Dungeon(652, 1298)Wisp Dungeon locationWisp-haunted caverns with balrons and high undead.
Solen Hive(2607, 763)Solen Hive locationUnderground ant hive of the Solen.
DungeonLocationDanger summary
Sorcerer’s Dungeon(548, 455)Dark hideout of liches, gargoyles and elementals.
Spectre Dungeon(1363, 1034)Haunted; spectres, wraiths and shades.
Exodus Dungeon(852, 776)Stronghold of the mechanical overlord Exodus.
Spider Cave(1222, 1512)Cramped ratman-and-undead crawl.
Blood Dungeon(2112, 899)Blood-elemental sink (see spawn data).
Rock Dungeon(2161, 119)Earth-themed Ilshenar cave (see spawn data).
Ankh Dungeon(475, 755)Mixed undead and gargoyles beneath the great Ankh.
DungeonLocationDanger summary
Doom (The Gauntlet)(2368, 1584)The Dark Father’s realm — the hardest non-SA dungeon.
Bedlam(2067, 1371)Necromancer asylum (ML); named undead and gore fiends.
Labyrinth(1732, 975)Minotaur maze (ML) with air-elemental tempests.
DungeonLocationDanger summary
Fan Dancer’s Dojo(970, 222)Demon-overrun dojo; fan dancers and oni.
Yomotsu Mines(258, 786)Mines of the Yomotsu warriors and priests.
The Citadel(1345, 768)Fortress of the Black Order ninja clans.

Just north of Britain, Despise has always been the dungeon new adventurers are pointed toward first. On this shard it runs the revamped Despise: the entrance splits into a Good (light) wing and an Evil (dark) wing, each with its own themed spawn and a champion-style boss at the bottom, so the easy reputation is a little misleading these days.

  • Map: Despise location
  • Features: Good/Evil branching layout; faction-flavored creatures (fairies, nymphs and unicorns on the light side; corrupt beasts on the dark side); a boss encounter per wing.
  • Monsters found here: Lizardman, Ettin, BirlingBlades, Darkmane, Dendrite, DespiseUnicorn, DivineGuardian, Echidnite, Fairy, ForestNymph, Hellion, Naba, Phantom, Prometheoid, plus 9 more revamped beasts. (Bolded names are custom revamped-Despise creatures not yet in the bestiary.)

A shallow warren west of Despise, packed with an orc clan. Low ceilings, lots of bodies, and a steady drip of loot make it a popular grind for new melee and archer characters.

A deep, multi-level dungeon east of Britain. The upper halls hold harpies, gazers and corpsers; descend and the spawn turns to undead — skeletons, liches and bone knights — making it a natural step up from the Orc Cave.

An undead-choked dungeon on an island off the northeast coast. Nearly everything here is a walking corpse, so come prepared with consecrate/silver weapons or Necromancy of your own. Liches and lich lords near the bottom drop the best loot.

The archetypal elemental dungeon, south of Britain. Earth, air, fire and water elementals abound, alongside evil mages — a long-time favorite for mages farming reagents, scrolls and elemental loot. Blood elementals near the bottom are the prize.

Classic Wrong was a prison dungeon of orcs and trolls. On this shard the spawn is rebuilt around the Juka — the crystalline warrior-race — backed by brigands and golems, so it plays as a tougher, more magical fight than its old reputation suggests.

The dragon dungeon, southwest of Britain. Drakes and wyverns guard the upper levels; deeper in you’ll meet dragons, ancient wyrms and a shadow wyrm. Strictly for well-equipped parties — soloing it is a tall order.

The deepest, most dangerous of the original eight, set in volcanic depths beneath the Lost Lands’ eastern reaches. Gargoyles and gazers give way to daemons and balrons — end-game fights that punish under-prepared players hard.

A buried Lost Lands tomb-complex steeped in necromantic corruption. Beyond ordinary undead it spawns Zealots of Khaldun, cursed creatures and named figures tied to the old Khaldun questline — and it connects to the Harrower champion encounter.

A lava-floored cavern in the Lost Lands, full of fire elementals, hellhounds, efreet and lava lizards mixed with fire-themed undead mages. Cold-resist and fire-protection gear pay for themselves here.

The frozen counterpart to Fire, a Lost Lands warren of ice and snow elementals, frost trolls, and a large ratman colony. Deeper sections hide ice fiends and a white wyrm.

A primitive cave system in the southern Lost Lands. Light spawn — savages, troglodytes and wildlife — makes it an easy detour, with the named beasts Grobu and Lurg as the notable encounters.

  • Map: Painted Caves location
  • Features: Small cave; tribal/savage theme; low-pressure spawn good for newer players exploring the Lost Lands.
  • Monsters found here: Troglodyte, Giant Rat, Grobu, Lurg, plus wildlife (Cat, Dog, Rat).

A war-fortress in the southern Lost Lands where the Terathan insectoids and the Ophidian serpent-folk wage their endless feud. Matriarchs and avengers anchor a genuinely dangerous spawn, with balrons and dragons in the deepest reaches.

A corrupted swamp grove from the Mondain’s Legacy era, reachable by boat off the western coast. Plant-creatures, bog beasts and the named insane dryad thrive amid the rot.

A Mondain’s Legacy crystal dungeon of luminous caverns. Wisps and crystal-themed creatures — vortices, lattice seekers, a crystal hydra and crystal daemon — make for an unusual, energy-heavy fight.

A Stygian Abyss-era dungeon drowned in toxic slime — the corrosive domain of Paroxysmus. Plague beasts, acid and poison elementals, and a roster of daemons culminate in heavyweight fights against Putrefier, Moloch and the Interred Grizzle.

An Ilshenar cavern named for its resident wisps, but the real danger is the high-end undead and a balron lurking among them. A short, sharp dungeon that punches above its size.

An underground ant-colony dungeon reached through tunnels north of Britain (and via the Lost Lands). It houses two warring colonies — the Black and Red Solen — of workers, warriors and queens, plus burrowing ant lions. Players can side with one colony’s quests against the other.

A large Ilshenar dungeon of dark mages and their summoned servants — liches, bone mages, elementals and gargoyles in quantity. With the most distinct creature classes of any Ilshenar dungeon, it stays varied from entrance to depths.

A small, purely undead haunt in eastern Ilshenar. Few spawn points, but every one of them is a shade, spectre, wraith, ghoul or lich — a quick, focused undead farm.

  • Features: Tiny Ilshenar dungeon; uniform high-undead spawn; ideal for testing anti-undead loadouts.
  • Monsters found here: Shade, Spectre, Wraith, Ghoul, Lich.

The Ilshenar stronghold of Exodus, the mechanical demon-king. Golems, exodus minions and gargoyle constructs defend it, alongside the Dupre’s-knights encounter from the Exodus questline. High-end, mechanically themed loot.

A cramped Ilshenar crawl mixing ratmen, undead knights and a skeletal dragon. Small but surprisingly toothy for its footprint.

In Malas lies Doom, and within it The Gauntlet — a fixed gauntlet of mini-bosses ending at the Dark Father, with the famous artifact loot table. The open dungeon around it teems with named undead and gore fiends. One of the toughest dungeons on the shard.

A Mondain’s Legacy necromancer asylum in Malas, accessible via the Bedlam quest. Its spawn is built around named undead — Master Jonath, Lady Marai, Red Death and others — making it a curated boss-hunt more than a grind.

A Mondain’s Legacy minotaur maze beneath Malas. Minotaurs and scouts patrol the corridors, and the air-elemental Flurry / Grim / Mistral / Tempest family circulate as roaming threats. Easy to get lost in — bring a recall route out.

  • Features: True maze layout (ML); minotaur spawn plus air-elemental “weather” creatures; tied to the Labyrinth/Minotaur quests; miasma encounter.
  • Monsters found here: Minotaur, Minotaur Scout, Reptalon, Scorpion, Flurry, Grim, Mistral, plus more (incl. maze wildlife and a tempest).

A Tokuno dungeon overrun by demons and the spectral fan dancers it’s named for. Oni, ronin and a succubus round out an aggressive, fast-moving spawn.

A Tokuno mine held by the Yomotsu warrior-monks, backed by metal elementals and fire beetles. Small and fairly approachable by Tokuno standards.

A Tokuno fortress held by the Black Order ninja clans — the Serpent’s Fang, Dragon’s Flame and Tiger’s Claw schools — each with assassins, mages, thieves and a master. Many encounters trigger on proximity, so expect ambushes.


  • Spawn lists are source-verified against ../servuo/Spawns/*.xml and re-extractable via python3 tools/extract_dungeon_spawns.py. Each list shows the most-frequent creatures (by total max-count) first; “plus N more” covers rarer additions in the same dungeon. A handful of custom/revamped creatures (bolded, not linked) don’t yet have Bestiary pages.
  • Coordinates are uomap POI entrance locations; the spawn files store map-internal region coordinates, which is why some dungeons report a different facet (e.g. the Trammel copy holds more spawn points than the Felucca one) — the creature lists are identical across the mirrored facets.
  • In Felucca, every dungeon is also a PvP zone, with better loot — see the server rules. For getting around, see the world map and cities.
  • Heading in? Brush up on Combat Basics, Treasure Hunting, and your profession’s strengths first.
  • File a discrepancy report if a spawn doesn’t match what you find in-game.