Dungeon

From Destinypedia, the Destiny wiki

This article is about 3-player activity. For Crucible Map, see The Dungeons.

Dungeons are an endgame activity playable by up to three players.

Overview[edit]

Dungeons are Raid-like activities that feature unique mechanics and bosses throughout. They are longer than Raid Lairs, but remain shorter than proper Raids, and can take less than an hour with a sufficiently coordinated fireteam. The first Dungeon, The Shattered Throne, debuted in Forsaken and was made available as an always accessible activity in Shadowkeep.

Difficulty[edit]

Dungeons are often much simpler and less strict than raids in a variety of ways. During encounters, fireteam members can be resurrected infinitely and the encounter will only wipe if all members are dead at the same time. There are no revive tokens or timers for light to fade. Furthermore, players can self-revive after 45 seconds. Unlike raids, bosses will never enrage and allow for as many damage phases as necessary to kill them. Encounter mechanics are generally simpler and every encounter is designed to be solo-able without the need for glitches of any kind, though having teammates can help speed up the process drastically.

Beginning with Grasp of Avarice, all dungeons released going forward would feature a master mode available several weeks after release on the newest or weekly rotator dungeon. Core mechanics remain largely the same, and the largest changes consist of higher light level enemies, modifiers such as surge, threat, or overcharged weapons, and higher boss damage resistance. Similarly to raids, champions are added to some encounters and artifice armor may drop from certain dungeons, though there are no adept variants of weapons.

Vesper's Host and subsequent dungeons featured a contest mode period for the first 48 hours it was available. Raid mechanics such as revive tokens and limited damage phases were added. Non-boss encounters featured a timer before a hard wipe, and boss encounters enraged after three damage phases. Furthermore, a hard wipe would occur if one or more players were dead for more than two and a half cumulative minutes, as would occur in raids. Similarly to raids, clearing contest mode rewarded a unique emblem and a guaranteed drop of the exotic weapon.

Rite of the Nine[edit]

As part of the Rite of the Nine event, three dungeons (Prophecy, Spire of the Watcher, and Ghosts of the Deep) would get a minor reprisal with three limited-time difficulty modes: Explorer, Eternity, and Ultimatum. Explorer is a first-of-its-kind "training" mode designed to ease the combat/traversal difficulty of much of the dungeon as well as walk players through mechanics with visual aids throughout the dungeon with tooltips and there are no Darkness Zones. Eternity mode has a difficulty similar to normal mode with the addition of mechanics that weren’t featured in the original dungeon and combatant Banes. Ultimatum mode is a psuedo-contest mode that carries over the standard mechanics as well as adding additional difficulty and revive tokens. In all difficulties, players will earn a currency called Nonary Manifold, which can be earned from completing dungeon encounters and converting the Curio of the Nine that were earned from Episode: Heresy Seasonal challenges and the solving the Endgame puzzle within the Unknown Antechamber, but they have a chance to be earned from killing combatants. Also, there are helper platforms that can be raised for those who have trouble getting to where they need to go in any traversal sections of the dungeon. Players will earn weapons that have the Gravity Well origin trait in addition to the origin trait associated with the original dungeon. These weapons will also have "shiny" variants with characteristics similar to the shiny variants of BRAVE Arsenal weapons released during Into the Light. The Rite of the Nine is similar to the Pantheon event released during Into the Light in that they are limited-time events.

Changes from the Original Dungeon[edit]

These changes are only active when playing Eternity or Ultinatum Mode in Rite of the Nine:

Spire of the Watcher
  1. In the area where the yellow wire node mechanic is introduced, Amphion, Awakened Mind will be summoned once all the yellow wire nodes are connected and it must be defeated to open the trapdoor.
  2. Anti-Gravity Protectors will spawn to block players from going onto the grav lifts during the Ascent encounter.
  3. Players must kill Ohmon, the Resistant to end the Ascent encounter.
  4. Players must connect the yellow wire nodes with the shapes shown in the order from top to bottom to initiate DPS for Akelous, the Siren's Current and Persys, Primordial Ruin. Failure to connect the nodes within the proper order will accrue a 30-second debuff on all players called Nuclear Reactor Meltdown that causes a wipe unless the proper connections are made.
  5. The red wire nodes will open up one at a time in a random order.
Ghosts of the Deep
  1. Only 3 statues must have a Vestige of Light deposited to end the encounter.
  2. Attempting to place a Vestige of Light on the statue that doesn’t have the matching rune will kill the player with Ritual Backlash.
  3. After getting past the initial diving section, Runekeepers will spawn to block players from progressing to the next diving section.
  4. After all the Runekeepers are killed but before players enter the crashed Hive ship, players must kill Kal'ul, Runemaster to progress.
Prophecy
  1. In the Phalanx Echo encounter, the pillar where the probe is standing on must be dispersed first.
  2. Players must defeat the Taken Minotaur variant of the Paracausal Invader to open the door to the Hexahedron encounter after all of the blights are destroyed.
  3. At the end of the Hexahedron encounter, players must kill the Darkblade variant of the Paracausal Invader once the Centurion Echoes are killed to end the encounter.
  4. In the Deadsea encounter, a timer is applied to all players and they must interact with the probe around the track or else a wipe will occur when the timer runs out.
  5. Players can collect the Light motes and disperse the white pillars during the Kell Echo's DPS phase to temporarily stun it and extend DPS.

List of Dungeons[edit]

Dungeon Power Level At Release Location Expansion Species Factions Bosses
The Shattered Throne 570 Eleusinia, Ascendant Realm Forsaken Taken
Hive
Savathûn's Brood Labyrinth Architects
Asterion, Set Apart
Vorgeth, the Boundless Hunger
Dûl Incaru, the Eternal Return
Pit of Heresy 940 Necropolis, The Pit, Cradle of Damnation, Moon Shadowkeep Hive Hidden Swarm Zulmak, Instrument of Torment
Prophecy 1040 Heaven/Hell, Unknown Space Season of Arrivals (Shadowkeep) Taken Phalanx Echo
Kell Echo
Grasp of Avarice 1310 Skywatch, Cosmodrome 30th Anniversary Pack (Beyond Light) Fallen
Hive
Phry'zhia, the Insatiable
Fallen Shield
Captain Avarokk, the Covetous
Duality 1550 Derelict Leviathan, Moon Season of the Haunted (The Witch Queen) Cabal Nightmares Nightmare of Gahlran, Sorrow Bearer
Nightmare of Emonut, Sworn of Moli Imoli
Nightmare of Ka'hok, Sworn of Umun'arath
Nightmare of Uroa, Sworn of Shayotet
Nightmare of Caiatl, Princess-Imperial
Spire of the Watcher 1570 Ares Spire, Mars Season of the Seraph (The Witch Queen) Vex Sol Divisive Akelous, the Siren's Current
Persys, Primordial Ruin
Ghosts of the Deep 1790 New Pacific Arcology, Titan Season of the Deep (Lightfall) Hive Lucent Brood Ecthar, Shield of Savathun
Šimmumah ur-Nokru, Lucent Necromancer
Warlord's Ruin 1790 Windswept Crag, European Dead Zone Season of the Wish (Lightfall) Taken
Scorn
Rathil, First Broken Knight of Fikrul
Locus of Wailing Grief
Hefnd's Vengeance, Blighted Chimaera
Vesper's Host 1985 Vesper Station, Europa Orbit Episode: Revenant (The Final Shape) Fallen Raneiks Unified
The Corrupted Puppeteer
Sundered Doctrine 1995 The Sunken Pyramid, Savathûn's Throne World Episode: Heresy (The Final Shape) Hive The Dread Zoetic Lockset
Kerrev, the Erased
Equilibrium 100 Renegades

List of appearances[edit]

References[edit]