DF:UW – Dungeon content in a virtual world

Last Friday the latest patch for DF:UW was released, and it included the first dungeon added to the game. Sunday night OTG and allies put together a group of eight to go check it out.

Entering the dungeon works like it did in DF1, where you click on the portal entrance, charge for a few seconds, and then you are taking down into the dungeon. You are not in an instance like in themepark MMOs, but rather in a different ‘zone’ that anyone else can enter as well.

A bit of strategy plays into entering or exit a dungeon, as we sent in our warriors first and delayed the entry of our squishy characters. This is done in case someone is camping the dungeon entrance/exit, but that was not the case last night.

Once inside, we explored what is ultimately a large loop with a few offshoots, one being a spawn of lizard-like creatures and another being the boss room. The main room of the dungeon contains a large cave troll (new mob) spawn, featuring cave trolls (easy), cave troll shamans, and cave troll fighters (fairly tough in numbers). The boss is a Primordial Troll Juggernaut, who while not overly difficult for our group of eight, was not a complete pushover either.

The dungeon itself has a good look and feel thanks to the advanced lighting and effects new to DF:UW, and the spawn rates are such that you are always kept busy. The loot from the troll mobs was nice (they drop gold and a good amount of large pots), and the boss mob drops a key to a chest that, among other loot, usually had 1-2 portal shards inside.

The dungeon overall would be decent content in a pure PvE game. It’s not huge or overly challenging, but it is larger and more detailed than the starter dungeons found in the capital cities, and just from a pure PvE perspective we had a good time. Of course DF being DF PvE is only a part of the equation, and like almost all locations, the PvE also drives PvP, with the dungeon being no exception.

The first time we arrived at the dungeon we found one player just outside trying to recall. We quickly gave him an express ticket home, and found a decent amount of dungeon loot on his tombstone. Once inside, we found another player farming and he too was dropped quickly. After killing the boss once and farming for about 30 minutes, we left the dungeon to bank at our nearby hamlet.

Along the way back we came across a few players, killed a couple and had the rest run away. On our trip back to the dungeon, we caught a naked player on his mount, killed the mount, and chased him to the nearby village. He ran into a house he owned, and one of our members followed him inside. He killed him, looted a treasure map, and found himself stuck inside as the door had been closed. The owner came back, we asked him nicely to open it, he refused, and so out came the battle spikes to blow his door down.

On our third run in the dungeon, we had two geared warrior run into the boss chamber with us, and a short, cramped melee commenced. They did well, taking down two of us before one of them got very low and ran away. We made the mistake of not pursuing immediately, forgetting that in order to exit the dungeon he would have needed to charge at the portal, and that would have been easily interrupted. We left the dungeon shortly after and called it a night.

I think the dungeon is a great addition to the game. It brought new feats which you progress through at a good rate thanks to the quick spawns, the boss is something different, and your PvP tactics need to adjust thanks to the limited spacing. It’s very ideal for a group, adjusts well for small or large numbers, and creates a new PvP hotspot in the world. Hopefully AV doesn’t take too long to add more, and we get them ‘soon’.

Video of the dungeon from Ripper Exe. Enjoy!

About SynCaine

Former hardcore raider turned casual gamer.
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3 Responses to DF:UW – Dungeon content in a virtual world

  1. Kyff says:

    So there is still no cooperation between strangers and everyone you meet is killed?

    I thought I read somewhere that DF:UW wanted to do away with all race clans and introduce a more hefty penalty for killing your own faction to promote cooperation. Was this plan abandoned?

    • SynCaine says:

      Occasionally you will group with someone at a mob spawn, but for the most part the only non-kill people are in your clan/alliance.

      There is currently no real alignment system or penalty for killing others.

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