Tips and Tricks for the Diablo IV Endgame in the Nightmare Dungeons
Welcome to my Diablo 4 Nightmare Dungeons Guide. I have now played three characters to level 100 and more are “in the works”, I meanwhile play Nightmare Dungeons up to Nightmare level 100 solo and in a group as well. Maybe that’s an indicator that I already have some experience with what I’m writing here.
German Version:
Currently, everything on this page refers to “Season 2”, so the tips are meant for the game in the state of the updates for Season 2, which had a release date of Oct. 15th, 2023 for balancing and content patch. After that I will try to keep this guide as up-to-date as possible, at least as long as I want to play the game, but probably even after that.
I hope you find some helpful information here, there is also a comment function at the bottom, where you can also ask me questions, or leave your opinion.
Then have fun with the Diablo IV Nightmare Dungeons Guide – My collection of all tips and tricks, info, and help around the Nightmare Dungeons and the Endgame leveling in Diablo 4.
- Basics and Fundamentals about Nightmare Dungeons in Diablo 4 – FAQ
- So what are nightmare dungeons exactly?
- What are the requirements for Nightmare Dungeons in Diablo 4? How to unlock Nightmare Dungeons?
- What is the meaning of the levels of the Nightmare Dungeons in Diablo 4?
- How to upgrade nightmare sigils?
- How to get more nightmare sigils?
- Where can you craft nightmare sigils in Diablo 4 and how?
- How to level glyphs in Nightmare Dungeons?
- How do nightmare sigils work?
- Tips and Tricks for how to behave in Nightmare Dungeons
- The dungeon affixes of the Nightmare sigils, their meaning, and rating
- The Diablo 4 Nightmare Dungeon List – What happens in which Nightmare Dungeon? EP rating, quests, monster types, regions, locations
- Diablo 4 Nightmare Dungeon List Season 2
- Nightmare Dungeon List Season 1
- Nightmare Dungeon List Season 0(Outdated at the moment and still in German)
- Hhelpful Links for Diablo 4 and Sources:
Basics and Fundamentals about Nightmare Dungeons in Diablo 4 – FAQ
Note: This article is still under construction. More info will be added, questions answered, etc. Last update from 11/09/2023 – List of all Season 2 Nightmare dungeons added, some typos fixed, more details added
So what are nightmare dungeons exactly?
In the endgame of Diablo 4, you can switch dungeons to a higher difficulty level with so-called nightmare sigils. The monsters have a fixed level, which depends on the level of the Nightmare sigil. In addition, the player gets a small additional advantage and the monsters get several advantages so that each nightmare dungeon differs more or less from the normal game.
A very important difference from normal dungeons is that you only get a limited number of revives. In Nightmare Dungeons from levels 1-20 you get 12 revives, and in levels 21-100 you get 4 revives. Once you have used them up and die, the dungeon ends immediately and all players are removed from the dungeon.
Here, only pressing the “Revive” button in the interface counts as a revive. If you are in a group and resurrect each other, this does not use up any resurrection from this pool.
The two big advantages of Nightmare Dungeons, and the main reason you play them, is that on the one hand, you get a lot more experience to level up as you play higher dungeons and higher difficulty levels. So that’s a great way to speed up leveling. On top of that, you can level the glyphs that are used in the Paragon board here and get additional stats and strength for your character, more on that below.
What are the requirements for Nightmare Dungeons in Diablo 4? How to unlock Nightmare Dungeons?
To be able to start Nightmare Dungeons at all, you must fulfill the following conditions with your character:
- at least level 50
- Campaign completed
- unlocked at least T3 Nightmare difficulty (special dungeon required)
You can enter Nightmare Dungeons before level 50 if you are invited to do so by larger players. This brings a large number of experience points and is also often used for so-called power leveling. You will probably die quite often, but you can level up in a very short time.
What is the meaning of the levels of the Nightmare Dungeons in Diablo 4?
In the beginning, you start with level 1 Nightmare sigils. The enemies in this level of Nightmare dungeons are level 54. With each further level of the dungeon, the level of the enemies also increases. Levels 1 through 20 are only available in World Rank 3 Nightmare (T3). To play level 21 or higher, you must be in the World Rank 4 Torment (T4).
The highest Nightmare level in Diablo 4 that you can currently reach is Nightmare 100 (NM100) and the monsters there are level 154. Since you can only reach level 100 yourself, this requires extremely good play, the best equipment, and almost always a well-coordinated team. There are players who run NM100 solo, but this is probably only the very best players.
As a rule of thumb, you can remember the following formula to estimate the level of the monsters and thus the difficulty in a Nightmare Dungeon:
Level of the Nightmare Sigil + 53 = Level of the monsters in the Nightmare Dungeon
How to upgrade nightmare sigils?
Unfortunately, nightmare sigils cannot be upgraded at all. You can only destroy them at the occultist and get the resource sigil powder for it. From this sigil powder, you can then build new ones while choosing a level range. However, when you destroy nightmare sigils, you get much less sigil powder than you use for new ones.
How to get more nightmare sigils?
There are various ways to get Nightmare Sigils in the game. For example, they can be found at Helltides, Legion events, World Bosses, or actually all events. There is probably even a small chance of finding Nightmare sigils from normal monsters or in small containers as well.
When dropping whisper quests (Whispering Tree containers), you also almost always get 1-2 nightmare sigils in addition. Furthermore, a lot of nightmare sigils drop in nightmare dungeons, mostly at the level of the respective dungeon or plus/minus a few levels.
If you have destroyed unwanted sigils, you can craft new sigils from the sigil powder gained from them at the occultist.
Where can you craft nightmare sigils in Diablo 4 and how?
When you reach level 50 and have unlocked the glyphs and nightmare dungeons, you can dismantle unwanted nightmare sigils at the occultist in each capital and get sigil powder for them. In another tab of the occultist you also have the possibility to craft new nightmare sigils.
You can choose from which level range the nightmare sigil should be generated. So you have some control over the level of your nightmare sigils. But of course, all dungeon affixes are randomly diced, so you still very often get sigils that you might prefer not to play.
How to level glyphs in Nightmare Dungeons?
This is very easy, provided you actually finish the Nightmare Dungeons you started at the end. Because when you complete the last task, whether it’s the final boss or a different mission, a pedestal appears. If you click on this nightmare pedestal, you get a selection of your existing glyphs displayed and can then put the experience (EP) received on the glyph stones.
These have their own experience bar and can be brought up to level 21 in total, which increases their power and the advantages they grant enormously. Leveling the glyphs that you have built into the Paragon boards is extremely important in order to survive in the endgame. From this you can get a lot of points for attack and defense, but also sometimes very special passive abilities.
It is recommended to first level the glyphs that you really inserted, these are specially marked in the list. And for very many glyphs level 15 is a particular limit, because with this level the effect radius on the Paragon board expands, so you can use more Paragon nodes there to increase the strength of the glyph.
The amount of glyph experience per Nightmare Dungeon Run can be easily calculated with the following formula:
(Nightmare Dungeon Level * 2) + 2 = Glyph Exp
How do nightmare sigils work?
Upon completion of the quest to unlock World Rank 3 named Nightmare, or T3 difficulty as it is also called, you get a small tutorial quest in which you are supposed to activate a Nightmare Sigil once. The very first sigil you get when accepting this quest in Kyovashad.
The next nightmare sigils you get from the Whispering Tree from the reward boxes for the Whispering Quests. Just complete the tree quests, collect the reward at 10 points from the Whispering Tree, and soon you will find the first sigils in your consumables bag. Later, especially in the nightmare dungeons themselves, you’ll get a few sigils on almost every run, sometimes 5 or more per run.
And the most logical thing to conclude, a nightmare dungeon is started by right-clicking on the corresponding sigil in the consumables bag. This will start a vote if you are in a group, of course, this is not necessary if you are solo.
After that, the corresponding dungeon is made visible on the map with a special marker, and with some patches, you can even teleport there directly. If you click on the symbol of the nightmare dungeon on the map, you get the option to port there. However, you will be standing BEFORE the entrance, not in the instance. So you have to click on the entrance again to get started.
Tips and Tricks for how to behave in Nightmare Dungeons
Of course, there are no rules about how someone has to behave in a game. That would be pretty stupid, after all, it’s supposed to be fun. And making rules is the best way to spoil fun for yourself and others.
Nevertheless, there are some things that might help you as a player and/or as a member of a party in Diablo 4 Nightmare Dungeons.
- It’s best to never click on crates when you’re still fighting.
In Nightmare Dungeons, the chance that crates will spawn additional monsters when opened is greatly increased. And if you’re already in the middle of a fight, possibly close to the stress limit, it’s quite risky to spawn additional monsters by carelessly opening a crate. This is especially important with gold crates (the ones with the gold rim/lights under the lid. Because different things can happen here in Nightmare Dungeons.
- Option 1: Treasure Guard – When approaching the gold crate, a Named Elite with multiple affixes will appear and must be killed before the crate can be opened.
- Option 2: The crate spawns a group of monsters, which often includes multiple elites for gold crates.
- Option 3: It launches the Cursed Treasure Chest event, which is effectively a full 5-attack wave event, as known from other events in the outside world.
- Boosts Pillars – Likewise, if possible, do not click if you are still in the fight
Actually, almost the same applies here as with the chests. Buff columns can be cursed. And they may also start a 5-attack wave event with numerous elite opponents. - Detect cursed blood wells thanks to an icon bug
Blood wells can also be cursed, but there is currently a small bug. Normally, blood wells are displayed with their own icon on the minimap, which indicates a well with a heart. With cursed blood wells, however, the minimap shows the icon of a buff column. So, if you look closely, you can recognize these cursed blood wells as the cursed version before you click on them. - Pull back of strong groups of opponents
If you can already see through the door that a strong group is coming next, or maybe you have already wiped on it once, you should pull groups back to the already secured territory. This has the advantage that if all or part of the group dies, you can pick up the bodies more easily. No one can pick up a corpse that is in the middle of a group of monsters.
Sometimes you can also separate larger groups into several parts this way if you pull carefully. - Prisoners and other quest items can also spawn monsters.
In many dungeons, you have to free prisoners, activate pillars, put things on pedestals, etc. Very, very often these actions are also provided with extra monster spawns. So here too, if possible, first complete all active combat actions before activating such things.
The dungeon affixes of the Nightmare sigils, their meaning, and rating
Each nightmare sigil has one advantage for the players and two to four disadvantages (or better said advantages for the monsters), depending on the level of the sigil. From level 1 to 10 there are two disadvantages, from level 10 to 20 three, or finally four disadvantages from level 21 to 100. These advantages and disadvantages are called “dungeon affixes”.
I will list here what advantages and disadvantages these affixes offer, and a brief assessment of each by myself. You should simply not use certain Nightmare Dungeon sigils if the disadvantages are too much against your own playstyle, character skills, and elements. And in a group, you have to be even more careful which sigils you start, so that group members are not “neutralized” by the disadvantages of the sigils.
For example, if I were to start a sigil as a shadow necro where the monsters have 60% resistance to shadow magic, I would only do 40% damage and go down without mercy, no matter how well I play. Such a sigil is always destroyed immediately by me.
An important factor for me in choosing which sigils to play and which ones to destroy, is also which monster types are present in a dungeon. For example, I hate the red ghosts, as their archers, lay a trail on the floor that you can often overlook, and that can cause one-hit deaths even from non-elites if things go awry. Exploders (those little glowing gnub balls with legs) are another item where I’m more likely to break the sigil, or at least not go into the dungeon at very high levels.
And sometimes the combinations of disadvantages or combinations of certain disadvantages with monster types result in special dangers. Since this info is not written anywhere, I started to note exactly which monsters appear in which dungeon, from this, the list of all Diablo 4 nightmare dungeons with all info was created, which you can find below.
Positive Nightmare Dungeon Affixes:
Basically, I don’t see any positive aspect as a reason to disassemble a sigil and not play it. I’m happy when there’s something nice on it, but if the effect is not useful, it doesn’t bother me so much that I would disassemble a sigil because of that.
- +15% Frost Damage, Poison Damage, Physical Damage, Lightning Damage, etc.
It only brings you something if you really do exactly this kind of damage anyway. If you only do frost damage, you get nothing out of doing 15% more physical damage, because 0 times 1.15 is still exactly zero. So very often these benefits are irrelevant and don’t add up to any benefit in the end. But I wouldn’t destroy a sigil right away because of that if the negative affixes aren’t too bad - Reduce Cooldowns on Kill – Killing a monster reduces your cooldowns by .2 seconds
A wonderful perk that should actually really benefit every player. More and faster usable skills equals more damage, faster take-downs, and fewer player deaths. Unless you are an uber-hero and killing everything with a one-shot, then you would not read such a guide like this. - Nudging Evade – Using Evade pushes enemies back
If you dodge with evade, you can knock down enemies, this even works sometimes with bosses. Good for everyone. - Battle Hardened – gain 6% damage reduction for each 10% Health you are missing
The more you get hurt, the more resistant you become, which is of course great and a real advantage for every character type. Unless you’re so easy to defeat that you’re almost always a one-hit victim anyway, then this advantage doesn’t help at all, because it won’t be activated unless you’re injured in between. - Goldfindbonus
30% more gold, who wouldn’t want that? - Deadly Acceleration – Killing a monster grants 2% attack and movement speed
Wonderful affix, this way everything goes a bit faster, I like it. - Increased Healing – Your Healing received is increased by 10%
More healing, less dying, at least this improves your chances of survival. - Control-impaired explosions – Being hit by control-impairing effects creates an explosion around you
Effectively damages all enemies in your near distance every time one of them stuns, freezes, or slows you. - Physical Damage – You deal 10% more physical damage
Great for Barbarians and Rogues, but also useful for necromancers, as many of their spells deal physical damage as well.
Negative Nightmare Dungeon Affixes:
Preliminary note: The up to four negative affixes of a nightmare sigil are divided into different categories. Each subcategory has its own possible entries and these do not change. Categories 1 and 3 are, in my eyes, the two that most strongly decide whether I use or destroy a sigil.
The entries in categories 2 and 4 are also negative for us as players, but mostly not so relevant to my decision. So for now, I’ll just list the entries from 1 and 3, and write my assessment of each.
Category 1:
- Empowered Elites (X) – Elites always have the X Affix
This affix exists in the variants- Poison Enchanted – Poison damage from stains on the ground.
- Ice Enchanted – Instant freeze on high frost damage attacks (to be removed 08/08).
- Shock Lance – Small balls of lightning appear, causing a lance of lightning to spin around them
- Suppressor – Opponents have a protective bubble over them. In order to properly hurt the enemies, you have to stand in the bubble, so mostly forced melee combat
How dangerous this is depends very, very much on your group composition. The ice affix is usually a no-go for solo players because the freeze really paralyzes you for about 2 secs and if several of these elites show up at once, it can lead to permanent stuns with subsequent death. In a group you can often still balance this out. Poison Enchanted and Shock Lance often require you to change locations in the middle of combat so you can avoid the “infested” areas. However, I find that this can usually still be managed well. The suppressor is a real problem, especially for pure ranged fighters, but it doesn’t bother melee fighters at all.
- Nightmare Portal – In battle, nightmare portals randomly open near players, from which dangerous monsters pour
About once per battle, a portal appears, which can spit out about 4-8 enemies, depending on the difficulty level. These are mostly normal monsters, rarely an elite. Since you do nightmare dungeons mainly for leveling, I always see this as a welcome extra EXP and see no real reason to sort out sigils because of it. Of course, if you’re very, very close to not being able to complete the dungeon, additional monsters can possibly tip the balance and trigger a complete wipe. - Avenger – Killing a Monster enrages monsters near it after a short delay, making them deal more damage
With each enemy that dies, the nearby monsters get an attack buff. This has a particularly strong effect when you pull monsters together and make larger groups at once. Therefore, I always sort out this affix immediately. All sigils with this affix are being destroyed by me. - Death Pulse – Killing a monster releases a deadly lightning pulse after a short delay
Again, if you have larger groups, this effect will take you down very, very quickly. In my opinion, one of the worst affixes is always immediately disassembled with me. - Volcanic – While in combat gouts of flames periodically erupt near player
In battle, lava explosions appear on the floor. If you have multiple escape charges, this is usually not so bad. However, if you only have to get by with a single escape, or have trouble detecting ground effects in the thick of battle anyway and dodge quickly enough, you should avoid this. I always destroyed this in the beginning, but now this affix is no longer an exclusion criterion for me because I have become more proficient in dodging and have 4 escape charges through Unique shoes. - Blood Blister – Killing a monster has a chance to spawn a blood blister. After a short time, it explodes, dealing heavy area damage.
These blood blisters can be destroyed, but this must happen very quickly. If you don’t make it, there is a bigger explosion, which produces plenty of damage and can possibly wipe out a whole group if it happens at inopportune moments. I actually always avoid these because they require quick burst damage, and usually, the really good skills are just on cooldown then. My recommendation, avoid, rather dismantle sigils with the blood blister affix. - Drifting Shade – Drifting Shade chases players. Upon reaching them, it explodes for heavy damage and creates a Nightmare field that dazes victims
Another option, which I destroy immediately. A shadow field sneaks up from behind, explodes in your face, puts you in a field of darkness, and makes you unable to use skills until you escape from it. How wonderful, that is what we really do not want while fighting 5 Elites. - Storm Bane’s Wraith – Storm Bane’s Wraith chases players around, releases deadly pulses when reaching a player
Ever wanted a stalker, following you in a damage that is already challenging and hitting you with additional deadly attacks, while you are fighting hordes of mobs? This could be your new “friend”. Nope, I always break these sigils into powder, I don’t like stalkers. - Lightning Storm – Lightning gathers above the player. Get into the protection dome to avoid severe outcomes
In the first levels, this lightning is easy to ignore because it does hardly any damage there. However, as the level increases, this changes. So around NM 20-25, I started to dismantle all sigils with this affix because this mechanic annoys me a lot. There is a flying cross following the group, but it is often behind and sometimes changes directions uncontrollably. And unfortunately, the game is very often not able to position the protective dome near the group, if the corridors are narrow, or in cellars are narrow corridors, the dome is sometimes placed in the next larger room instead of near the group and then the way is unmanageable far. Therefore, actually not super dangerous, but in many instances, due to the poorly made mechanics, an exclusion criterion for me.
Category 3:
- Monster X resist – Monsters take 30/40/60 % less X damage
Theoretically, all types of damage can appear here, but they do not. So I have never seen a sigil that offers the monsters resistance against blood damage or darkness damage from the necro, shadow damage, on the other hand, is relatively frequent, and in 2 variants, normal shadow damage and shadow damage over time.
Here I would clearly say, that if a sigil has a resistance affix, against a damage type that is clearly opposed to your char, or one of your party members, you better not play it. It’s just not fun to run through an NM instance with 30%, 40%, or even 60% (both can happen) less damage. - Monster life theft – monsters that are not bosses get 15% life theft
I find this aspect to be relatively harmless. Sometimes it can get a little tougher with individual elite enemies, but most of the time you don’t really notice this vampire regeneration of the monsters. It’s completely irrelevant, especially when enemies are shot down from afar anyway before they can get into close combat. - Monster Life – Monsters gain 30% extra life
This can be the decisive reason for a wipe in dungeons that are at the tipping point. But if you get along reasonably well, the 30% more won’t bother you. For me one of the least bad affixes from category 3. - Monster Regen – Non-boss Monsters, regen 1.5 % maximum life per second.
Hardly noticeable actually, can sometimes be difficult if an opponent has a protective dome, or additionally brings the normal monster affix Vampiric. But aside from that, not a deal-breaker, and barely noticeable at all, I think. - Ranged defenders – Monsters take 30/40/60% less damage from distant targets
Are you a ranged class? Then this is an absolute NoGo, if not great. The game differentiates between three states near you, normal, and distant and if you can fight in close combat or medium distance this is fine. - Monster Barrier – Monsters gain 30% of their maximum life as a barrier
Like Max Life, this simply means we have to do 30% more damage. Therefore, this affix is not a hindrance unless the level is so high that it is questionable whether you can do it anyway.
The Diablo 4 Nightmare Dungeon List – What happens in which Nightmare Dungeon? EP rating, quests, monster types, regions, locations
Here is a list of all the dungeons that have been available as Nightmare Sigil so far. When a new season starts, the available dungeons will rotate, i.e. the previous ones will be discontinued, and 30 new ones will be added to the list. We will complete the list shortly after the release of a new season until all 120 dungeons in the list are available. Of course, many of the details also apply to the normal versions of the respective dungeons.
Below, you will get detailed information about each dungeon in Diablo 4. In the list, you will find a rating of how effective each dungeon is when it comes to leveling, so a rough rating of how much XP you get per time. It lists how good it is for character leveling, glyph leveling, and overall if you find both equally important.
The rating is given in plain text and also in grades, where S (Superior) corresponds to a school grade 1, so to speak, A to a 2, B to a 3, C to a 4, and D to a 5-6. There is also a rating of rank, so to speak, the place in the top list of all dungeons when it comes to leveling. Of course, this rating is a bit fuzzy, since it’s based on the time needed per instance of a given player group, and each group acts at a different rate. But at least you get a rough impression of which dungeons can be played through quickly, and where you’ll spend a lot of time.
You also get to know what dangers are lurking in which dungeon, which types of monsters have to be fought, which tasks have to be fulfilled, and whether there is a final boss to defeat, and if so, which one. After all, everyone has his or her own hate monsters and monster types that are better to deal with. From the number of tasks, you can roughly tell how extensive an instance will be.
Note: To see more info about the particular dungeon, just click on the name to expand the box.
Diablo 4 Nightmare Dungeon List Season 2
► Carrion Fields
- EP per time – rating:
- Char EXP: Medium B
- Glyph EXP: Medium B
- Total: Medium B
- Location / Region / Setting: Dry Steppe: Cave
- Monster types: Skeletons, Zombies, Spiders
- Task 1: Bring the ancestor statue back to the pedestal: 2
- Final Boss: Tomb Lord – Skeleton, Summon Skeletons
► Oldstones
- EP per time – rating:
- Char EXP: Moderate C
- Glyph EXP: Moderate C
- Total: Moderate C
- Location / Region / Setting: Scosglen: Druid Ruin
- Monster Types: Thorn Beast, Goatmen, Skeletons
- Task 1: Destroy Corrupt Heart: 2
- Task 2: Return the stone carving to the pedestal: 1
- Task 3: Go to: Underground Thicket
- Task 4: Collect animus from animus bearers
- Task 5: Deposit animus in: Animus Urn
- Final boss: Khazra monstrosity
► Bloodsoaked Crag
- EP per time – rating:
- Char EXP: Moderate C
- Glyph EXP: Very Poor F
- Total: Poor D
- Location / Region / Setting: Dry Steppe: Meadow, Cannibal Village
- Monster types: Cannibals, Spiders, Demons
- Task 1: Free the prisoners: 6
- Task 2: Collect animus from animus bearers
- Task 3: Deposit animus in: Animus Urn
- Final Boss: Marauder Leader – Cannibal, Big Axe
► Sanguine Chapel
- EP per time – rating:
- Char EXP: Very Good S
- Glyph EXP: Moderate C
- Total: Medium (B)
- Location / Region / Setting: Shattered Peaks: Cathedral
- Monster Types: Zombies, Vampires, Drowned
- Task 1: Return the mechanical box to the pedestal: 2
- Task 2: Go to: Desecrated crypt
- Task 3: Go to: Chamber of Mortality
- Final boss: Blood bishop, suck out (break off ready), summon blood orbs
► Light’s Watch
- EP per time – rating:
- Char EXP: Good A
- Glyph EXP: Medium B
- Total: Medium (B)
- Location / Region / Setting: Shattered Peaks: Wooden Fortress
- Monster types: Bandits, Werewolves
- Task 1: Kill the guards: 2
- Task 2: Use the guard’s key to open: Gate of the guard
- Task 3: Go to: War Room of Light
- Final boss: Pack mother: Werewolf, teleporter, make dark fields + wolves
► Endless Gates
- EP per time – rating:
- Char EXP: Poor D
- Glyph EXP: Poor D
- Total: Poor D
- Location / Region / Setting: Hawezar: Library, Cathedral, Fortress
- Monster types: Demons, Drowned, Sailors
- Task 1: Collect animus from animus bearers
- Task 2: Deposit animus in animus urn
- Task 3: Go to: Nameless Corridors
- Task 4: Kill Typhon the Keeper and take: Magic Key
- Task 5: Use the magic key to open: Magic Door
- Final boss: Scourge of the Land
► Whispering Vault
- EP per time – rating:
- Char EXP: Medium B
- Glyph EXP: Moderate C
- Total: Moderate C
- Location / Region / Setting: Dry Steppe: Library
- Monster types: Ghosts (green), Skeletons, Bone Ballists, Demons
- Task 1: Destroy Holy Seal: 2
- Task 2: Open: Whispering Door
- Task 3: Travel to: Vault
- Final Boss: Tomb Lord – Skeleton, Summons Skeletons and Walls
► Hallowed Ossuary
- EP per time – rating:
- Char EXP: Medium B
- Glyph EXP: Medium B
- Total: Medium (B)
- Location / Region / Setting: Shattered Peaks: Crypt
- Monster types: Drowned, Maggots, Vampires
- Task 1: Collect animus from animus bearers
- Task 2: Deposit animus in animus urn
- Task 3: Go to: Crypt of Reincarnation
- Task 4: Return the bloodstone to the pedestal: 1
- Final boss: Blood bishop, drains ( keep cancel ready), summons blood orbs
► Tormented Ruins
- EP per time – rating:
- Char EXP: Good A
- Glyph EXP: Very Poor F
- Overall: Moderate C
- Location / Region / Setting: Shattered Peaks: Half-timbered Ruin
- Monster types: Demons, Skeletons
- Task 1: Kill Adalgrim and take the gate key.
- Task 2: Use the gate key to open: Gate
- Task 3: Go to: Chamber of Vocation
- Final boss: Scourge of the Land
► Sepulcher of the Forsworn
- EP per time – rating:
- Char EXP: Poor D
- Glyph EXP: Moderate C
- Total: Poor D
- Location / Region / Setting: Scosglen: Vault with kelp
- Monster types: Corpses, Drowned, Maggots
- Task 1: Kill all enemies in the Shipwreck Refuge
- Task 2: Go to: Downfall of the sailors
- Task 3: Kill Captain Murador and his mates: 3
- Task 4: Use the chamber key to open: Door of the chamber
- Final boss: Drowned sea witch, creates water circles, several small ones and one big one around herself(!)
► Ghoa Ruins
- EP per time – rating:
- Char EXP: Very Bad F
- Glyph EXP: Very Good S
- Total: Medium (B)
- Location / Region / Setting: Hawezar: Flooded cellar/beach
- Monster types: Bandits, Nangaari
- Task 1: Go to: Abominable Chamber
- Task 2: Use the levers: 2
- Final boss: Drowned sea witch, creates water circles, several small ones and one big one around herself(!)
► Belfry Zakara
- EP per time – rating:
- Char EXP: Moderate C
- Glyph EXP: Very Good S
- Total: Medium (B)
- Location / Region / Setting: Hawezar: Seaweed Chapel
- Monster types: Skeletons, Drowned, Hooded types, Goblins
- Task 1: Destroy sunken bell: 2
- Task 2: Go to: Salt-encrusted marble halls
- Task 3: Kill the Anchor-bound Chaplain and take: Rusted Key
- Task 4: Use the Rusted Key to open: Locked Door
- Final boss: Drowned sea witch, creates water circles, several small ones and one big one around herself(!)
► Vault of the Forsaken
- EP per time – rating:
- Char EXP: Moderate C
- Glyph EXP: Medium B
- Total: Medium (B)
- Location / Region / Setting: Kehjistan: Cultist Temple
- Monster types: Goatmen, Demons, Flies
- Task 1: Collect animus from animus bearers
- Task 2: Deposit animus in animus urn
- Task 3: Go to: Theater of Carnage
- Task 4: Destroy Demonic Corruption: 3
- Task 5: Go to: Baal’s Shrine
- Final Boss: Brooding Swarm Master
► Grinning Labyrinth
- EP per time – rating:
- Char EXP: Moderate C
- Glyph EXP: Poor D
- Total: Moderate C
- Location / Region / Setting: Dry Steppe: Desert Cave
- Monster types: Demons
- Task 1: Destroy the Demonic Corruption: 2
- Task 2: Kill the grinning abominations: 2
- Task 3: Go to: Grinning Chamber
- Final Boss: Scourge of the Land
► Heathen’s Keep
- EP per time – rating:
- Char EXP: Very Bad F
- Glyph EXP: Good A
- Total: Moderate C
- Location / Region / Setting: Hawezar: follows later
- Monster types: Knights, Vampires
- Task 1: Go to: Inner Sanctum
- End Boss: Blood Bishop, sucks you out (have a break off ready), summon blood orbs
► Inferno
- EP per time – rating:
- Char EXP: Poor D
- Glyph EXP: Moderate C
- Total: Moderate C
- Location / Region / Setting: Kehjistan: Desert Cave
- Monster types: Cultists, Demons
- Task 1: Collect animus from animus bearers
- Task 2: Deposit animus in animus urn
- Task 3: Return the bloodstone to the pedestal: 1
- Final Boss: Scourge of the Land
► Jalal’s Vigil
- EP per time – rating:
- Char EXP: Poor D
- Glyph EXP: Good A
- Total: Medium (B)
- Location / Region / Setting: Scosglen: Forest in the rain
- Monster types: Ents, beasts, tusker, thorn beasts, bears,
- Task 1: Kill the Corrupted Thorn Beasts: 3
- Final Boss: Sting – Ent (spits immediately upon entering)
► Crusader’s Cathedral
- EP per time – rating:
- Char EXP: Poor D
- Glyph EXP: Medium B
- Total: Moderate C
- Location / Region / Setting: Kehjistan: Cathedral / Cellar Vault
- Monster types: Knights, Skeletons, Undead
- Task 1: Take the Flawless Key from: Small box
- Task 2: Use the Key to open: Memorial Gate
- Task 3: Go to: Catacombs of the Crusaders
- Task 4: Kill the blasphemers: 3
- Task 5: Go to: Chamber of the Awakened Crusader
- Final Boss: Tomb Lord – Skeleton, Summons Skeletons and Walls
► Conclave
- EP per time – rating:
- Char EXP: Moderate (C)
- Glyph EXP: Poor (D)
- Total: Poor (D)
- Location / Region / Setting: Kehjistan / Cultist Temple
- Monster types: Cultists, Flies
- Task 1: Kill the Blood Red Channeler: 2
- Task 2: Go to: Hatchery
- Task 3: Search the killed villagers for: Lab Key
- Task 4: Use the lab key to open: Lab door
- Task 5: Kill all enemies in the infested lab
- Endboss: none
► Luban’s Rest
- EP per time – rating:
- Char EXP: Poor (D)
- Glyph EXP: Poor (D)
- Total: Poor (D)
- Location / Region / Setting: Scosglen: Bone Cellar
- Monster types: Bandits, Skeletons
- Task 1: Kill all enemies in the Sacred Halls
- Task 2: Kill the bandit captain and collect: Crypt Key
- Task 3: Use the key to open: Crypta door
- Task 4: Travel to: Bare Bones
- Task 5: Destroy guardian statue: 3
- Task 6: Travel to: Haunted chamber
- Final Boss: Tomb Lord – Skeleton, Summon Skeletons and Walls
► Leviathan’s Maw
- EP per time – rating:
- Char EXP: Poor (D)
- Glyph EXP: Moderate (C)
- Total: Moderate (C)
- Location / Region / Setting: Hawezar: Cave with kelp
- Monster types: Cultists, Nangari, Wasps
- Task 1: Return the bloodstone to the pedestal: 2
- Task 2: Go to: Flooded Ruins
- Task 3: Kill all the enemies in the Flooded Ruins
- Endboss: none
► Sirocco Caverns
- EP per time – rating:
- Char EXP: Very Good S
- Glyph EXP: Poor (D)
- Total: Medium (B)
- Location / Region / Setting: Kehjistan: Spider Cave
- Monster types: Spiders, Maggots, Demons
- Task 1: Destroy Silk Tower: 3
- Task 2: Go to: Corrupted Sands
- Task 3: Kill the spider callers: 2
- Endboss: none
► Steadfast Barracks
- EP per time – Rating:
- Char EXP: Medium B
- Glyph EXP: Moderate (C)
- Total: Medium (B)
- Location / Region / Setting: Hawezar: Half-timbered Ruin
- Monster types: Cultists, Nangari
- Task 1: Destroy Bloodobelisk: 5
- Task 2: Go to: Voracious Hall
- Task 3: Kill Zorym and take: Sanctum Key
- Task 4: Use the Sanctum Key to open: Door of the Sanctum
- Final boss: Judgement of the Mother, cultist, casts many red circles, dangerous
► Fetid Mausoleum
- EP per time – Rating:
- Char EXP: Good A
- Glyph EXP: Poor (D)
- Total: Medium (B)
- Location / Region / Setting: Hawezar: Crypt
- Monster types: Vampires
- Task 1: Return the bloodstone to the pedestal: 2
- Task 2: Destroy pile of corpses: 3
- Task 3: Go to: Contaminated Tomb
- Final boss: Blood bishop, drains ( keep cancel ready), summons blood orbs
► Flooded Depths
- EP per time – Rating:
- Char EXP: Good A
- Glyph EXP: Moderate (C)
- Total: Medium (B)
- Location / Region / Setting: Scosglen: Cellar Ruin/ Beach Cave
- Monster types: Corpses, Drowned, Sailors
- Task 1: Kill the plague ship rower
- Task 2: Go to: Endangered oil depot
- Task 3: Destroy Sunken Bell: 3
- Endboss: none
► Forbidden City
- EP per time – Rating:
- Char EXP: Moderate C
- Glyph EXP: Very Poor F
- Total: Poor (D)
- Location / Region / Setting: Shattered Peaks: Tentacle Ruin
- Monster Types: Red Ghosts, Vampires
- Task 1: Kill the Raging Spirits: 3
- Task 2: Go to: Ghastly Depths
- Mission 3: Kill all the enemies in the Ghastly Depths
- Task 4: Go to: Tomb of Thazbach
- Final boss: Risen malevolence, ghost – shoots homing bullets, repulsive circle around itself
► Buried Halls
- EP per time – Rating:
- Char EXP: Moderate C
- Glyph EXP: Moderate C
- Total: Moderate C
- Location / Region / Setting: Dry Steppe: Cultist Den
- Monster types: Cultists, Demons, Red Ghosts
- Task 1: Free the prisoners: 5
- Task 2: Travel to: Spectral Awakening
- Task 3: Collect animus from animus bearers
- Task 4: Deposit animus in: Animus Urn
- Final boss: Risen malevolence, ghost – shoots homing bullets, repulsive circle around itself
► Deserted Underpass
- EP per time – Rating:
- Char EXP: Very Good S
- Glyph EXP: Moderate C
- Overall: Good A
- Location / Region / Setting: Kehjistan: Sandstone Cave
- Monster types: Spiders, Nangarii
- Task 1: Kill all enemies in the Spun Caves
- Task 2: Go to: Snaking Terrain
- Task 3: Destroy the Talisman of Eyes: 3
- Endboss: none
► Broken Bulwark
- EP per time – Rating:
- Char EXP: Moderate C
- Glyph EXP: Poor (D)
- Total: Moderate C
- Location / Region / Setting: Scosglen: Fortress
- Monster types: Goatmen, Green Ghosts, Werewolves
- Task 1: Search the slain knights for: Fortress Key
- Task 2: Use the fortress key to open: Door
- Task 3: Collect animus from animus bearers
- Task 4: Deposit animus in: Animus Urn
- Final boss: Khazra monstrosity
► Renegade’s Retreat
- EP per time – Rating:
- Char EXP: Moderate (C)
- Glyph EXP: Moderate (C)
- Total: Moderate (C)
- Location / Region / Setting: Kehjistan / palace ruins
- Monster Types: Humans / Knights of Remorse
- Task 1: Kill the guardians: 3
- Task 2: Uses the treasure chamber key to open: Treasure Chamber Door:
- Final boss: Outlaw Sniper – Bandit / Human – lays traps, makes dark fields, teleports
Nightmare Dungeon List Season 1
► Ancient Reservoir
- EP per time – rating:
- Char EXP: Medium B
- Glyphs EXP: Medium B
- Combined EXP: Medium B
- EXP Ranking (x/30): will follow
- Region / Setting: Hawezar / Root Vault
- Monster types: Skeletons, Demons
- Mission 1: Kill all enemies in the Sullied Aqueduct
- Task 2: Return the bloodstone to the pedestal: 2
- Task 3: Activate: Monolith
- Final Boss: Tomb Lord – Skeleton, Summons Skeletons and Walls
► Akhan’s Grasp
- EP per time – rating:
- Char EXP: Medium B
- Glyphs EXP: Meager C
- Combined EXP: Meager C
- EXP Ranking (x/30): will follow
- Region / Setting: Hawezar / Bone Cellar
- Monster types: Wargs, bats, vampires, corpses
- Task 1: Bring the bloodstone back to the pedestal: 2
- Task 2: Go to: Restless Tombs, Destroy the construction.
- Task 3: Kill the vampire lords: 2
- Task 4: Go to: Vault of Shadows
- Final Boss: Blood Bishop
► Bastion of Faith
- EP per time – rating:
- Char EXP: Bad D
- Glyphs EXP: Medium B
- Combined EXP: Meager C
- EXP Ranking (x/30): will follow
- Region / Setting: Hawezar / Cathedral
- Monster types: Knight, Skeleton, Undead,
- Task 1: Collect animus from animus bearers
- Task 2: Deposit animus in animus urn
- Task 3: Return the mechanical box to the pedestal: 1
- Task 4: Kill Mera and her guardians (3 Named Elites)
- Final boss: none
► Betrayer’s Row
- EP per time – rating:
- Char EXP: Medium B
- Glyphs EXP: Bad D
- Combined EXP: Bad D
- EXP Ranking (x/30): will follow
- Region / Setting: Dry Steppes: Village
- Monster types: Skeletons, Wasps, Bow corpses, Demons
- Task 1: Return the bloodstone to the pedestal: 2
- Task 2: Travel to: End of the Traitor
- Task 3: Collect animus from animus bearers
- Task 4: Deposit animus in: Animus Urn
- Final Boss: Scourge of the Land – Demon, Spits Fire
► Charnel House
- EP per time – rating:
- Char EXP: Medium B
- Glyphs EXP: Meager C
- Combined EXP: Medium B
- EXP Ranking (x/30): will follow
- Region / Setting: Dry Steppe / Prison Ruin / Maw Pit
- Monster types: Cannibals, Maggots
- Task 1: Free the prisoners: 6
- Task 2: Kill Vardok and take: Food Pit Key
- Task 3: Use the food pit key to open: food pit gate
- Task 4: Go to: Feed pit, kill the guard
- Task 5: Destroy pile of corpses: 3
- Final boss: None
► Collapsed Vault
- EP per time – rating:
- Char EXP: Meager C
- Glyphs EXP: Meager C
- Combined EXP: Meager C
- EXP Ranking (x/30): will follow
- Region / Setting: Kehjistan / Bone Vault
- Monster types: Skeletons, Flies
- Mission 1: Kill all enemies in the Unstable Vault
- Task 2: Go to: Ruins of the Three
- Final Boss: Brooding Swarmmaster – Scurrying
► Dead Man’s Dredge
- EP per time – rating:
- Char EXP: Very Good S
- Glyphs EXP: Good A
- Combined EXP: Good (A)
- EXP Ranking (x/30): will follow
- Region / Setting: Shattered Peaks: Sea Cave
- Monster types: Ghouls, Bats, Vampires
- Task 1: Collect animus from animus bearers
- Task 2: Deposit animus in animus urn
- Task 3: Go to: Carnage
- Task 4: Free the prisoners: 7
- Final boss: None
► Domhainne Tunnels
- EP per time – rating:
- Char EXP: Meager C
- Glyphs EXP: Medium B
- Combined EXP: Meager C
- EXP Ranking (x/30): will follow
- Region / Setting: Scosglen: bloody cave
- Monster types: Thorn beast, goat men, skeletons,
- Task 1: Free the prisoners: 6
- Task 2: Go to: Vicious Circle
- Task 3: Bring the stone carving back to the pedestal: 1
- Final boss: Khazra Abomination
► Faceless Shrine
- EP per time – rating:
- Char EXP: Meager C
- Glyphs EXP: Medium B
- Combined EXP: Medium B
- EXP Ranking (x/30): will follow
- Region / Setting: Hawezar: Cultist Ruin
- Monster types: Bandits, Cannibals
- Task 1: Free the prisoners: 5
- Task 2: Destroy Bloodobelisk: 3
- Task 3: Go to: Altar of the Faceless
- Final Boss: Judgement of the Mother
► Forgotten Ruins
- EP per time – rating:
- Char EXP: Bad D
- Glyphs EXP: Bad D
- Combined EXP: Bad D
- EXP Ranking (x/30): 30/30
- Region / Setting: Kehjistan: Archives
- Monster types: Skeletons, Bow corpses, Nangaari
- Task 1: Kill all enemies in the archives
- Task 2: Go to: Reading Room
- Task 3: Bring the mechanical box back to the pedestal: 2
- Final boss: Sliding Scale – Nangari
► Garan Hold
- EP per time – rating:
- Char EXP: Medium B
- Glyphs EXP: Meager C
- Combined EXP: Medium B
- EXP Ranking (x/30): will follow
- Region / Setting: Scosglen: Burning Truss Ruin
- Monster types: Exploders, Burning Dead, Fallen, Skeletons, Bow Corpses, Summoners
- Task 1: Destroy the idols: 3
- Task 2: Go to: Halls of Tinder
- Task 3: Kill Keeper Xor’lim and take: Garan’s key
- Task 4: Use Garan’s key to open: Door of the Chamber
- End Boss: Spirit of the Flames – Summon Minnions + Flame Totems
► Halls of the Damned
- EP per time – rating:
- Char EXP: Bad D
- Glyphs EXP: Meager C
- Combined EXP: Bad D
- EXP Ranking (x/30): will follow
- Region / Setting: Kehjistan: Archives, Dark Ways
- Monster types: Skeletons, Red Ghosts, Sailors, Demons
- Task 1: Destroy the overseer’s idol and the sea goddess: 2
- Task 2: Travel to: Sepulchrum
- Task 3: Activate: Monolith
- Final Boss: Tomb Lord – Skeleton, Summons Skeletons, Walls, Darkspots
► Heretics Asylum
- EP per time – rating:
- Char EXP: Bad D
- Glyphs EXP: Meager C
- Combined EXP: Bad D
- EXP Ranking (x/30): will follow
- Region / Setting: Kehjistan: prison ruins
- Monster types: Knights, Cultists
- Task 1: Collect animus from animus bearers
- Task 2: Deposit animus in animus urn
- Task 3: Travel to: Intensive Tract
- Task 4: Kill Scar Gundror and take: High-Security Key
- Task 5: Use the high-security key to open: High-Security Gate
- Mission 6: Defeat the Council of Knights
- Final Boss: Council of Knights (3-way boss, mostly Consecrated Medicus, Grand Inquisitor, Supreme Commander, bosses killed first continue to fight as unassailable spirits)
► Hoarfrost Demise
- EP per time – rating:
- Char EXP: Good A
- Glyphs EXP: Good A
- Combined EXP: Good (A)
- EXP Ranking (x/30): will follow
- Region / Setting: Shattered Peaks: Ice Cave
- Monster types: Goatmen, Skeletons
- Task 1: Destroy skeleton construct: 3
- Task 2: Go to: Meat Cave
- Final boss: Khazra Abomination
► Immortal Emanation
- EP per time – rating:
- Char EXP: Medium B
- Glyphs EXP: Meager C
- Combined EXP: Meager C
- EXP Ranking (x/30): will follow
- Region / Setting: Shattered Peaks: Catacomb
- Monster types: Ghosts
- Task 1: Destroy Bloodbones: 5
- Task 2: Travel to: Pillar of the Eternal Bond
- Final Boss: Blood Bishop
► Iron Hold
- EP per time – rating:
- Char EXP: Meager C
- Glyphs EXP: Good A
- Combined EXP: Medium B
- EXP Ranking (x/30): will follow
- Region / Setting: Hawezar / Prison Cells
- Monster types: Skeletons, Demons
- Task 1: Ghosts (green), Demons
- Task 2: Kill the guileful shadow and collect: Warden Key
- Task 3: Open the Locked Door with the Supervisor’s Key
- Task 4: Go to: Halls of Infamy / Kill the Guardian Keeper
- Task 5: Return the bloodstone to the pedestal: 2
- Final Boss: Scourge of the Land
► Komdor Temple
- EP per time – rating:
- Char EXP: Good A
- Glyphs EXP: Medium B
- Combined EXP: Good (A)
- EXP Ranking (x/30): will follow
- Region / Setting: Dry Steppes: Cultist Cave
- Monster types: Goat people, flies, skeletons, maggots
- Task 1: Kill the high priests: 3
- Task 2: Open: Door of the chamber
- Task 3: Activates: Monolith
- Final boss: Khazra Abomination
► Kor Valar Ramparts
- EP per time – rating:
- Char EXP: Medium B
- Glyphs EXP: Medium B
- Combined EXP: Medium B
- EXP Ranking (x/30): will follow
- Region / Setting: Shattered Peaks: Wooden Fortress
- Monster types: Knights
- Task 1: Free the prisoners: 5
- Task 2: Travel to: Tribunal Halls
- Task 3: Kill Lieutenant Tummen and collect: Tainted Key
- Task 4: Use the stained key to open: Locked Gate
- Mission 5: Defeat the Council of Knights
- Final Boss: Council of Knights (3-way boss, mostly Consecrated Medicus, Grand Inquisitor, Supreme Commander, bosses killed first continue to fight as unassailable spirits)
► Lost Keep
- EP per time – rating:
- Char EXP: Meager C
- Glyphs EXP: Bad D
- Combined EXP: Bad D
- EXP Ranking (x/30): will follow
- Region / Setting: Hawezar: half-timbered ruin
- Monster types: Ghosts, Knights
- Task 1: Kill broken ghosts: 3
- Task 2: Go to: Desecrated Chamber
- Task 3: Collect animus from animus bearers
- Task 4: Deposit animus in: Animus Urn
- Final Boss: Risen Malevolence
► Mariner’s refuge
- EP per time – rating:
- Char EXP: Medium B
- Glyphs EXP: Bad D
- Combined EXP: Meager C
- EXP Ranking (x/30): will follow
- Region / Setting: Scosglen: Rock cave with water
- Monster types: Ghosts, Sailors
- Task 1: Destroy sea goddess: 3
- Task 2: Travel to the Chamber of the Siren
- End Boss: Drowned Sea Witch
► Mercy’s Reach
- EP per time – rating:
- Char EXP: Very Good S
- Glyphs EXP: Good A
- Combined EXP: Good A
- EXP Ranking (x/30): will follow
- Region / Setting: Shattered Peaks: Cathedral/ Basement Vault
- Monster types: Goatmen, Thornbeasts, Wargegs
- Task 1: Kill the Knight Hunters: 3
- Task 2: Travel to: Unholy Reliquary
- Mission 3: Return the mechanical box to the pedestal: 2
- Task 4: Travel to: Tomb of the Nameless Saint
- Final Boss: Tomb Lord – Skeleton, Summon Skeletons and Walls
► Norstrava Deepwood
- EP per time – rating:
- Char EXP: Good A
- Glyphs EXP: Good A
- Combined EXP: Good A
- EXP Ranking (x/30): will follow
- Region / Setting: Shattered Peaks: Snowy Forest
- Monster types: Ent, Warg, Beast, Skeleton, Thorn Beast
- Task 1: Kill all enemies in the Wild Thicket
- Task 2: Travel to: Tree Bone Glade
- Final Boss: None
► Pallid Delve
- EP per time – rating:
- Char EXP: Good A
- Glyphs EXP: Medium B
- Combined EXP: Medium B
- EXP Ranking (x/30): will follow
- Region / Setting: Dry Steppe: Bloody Cave / Catacomb
- Monster types: Cannibals, Skeletons, Spiders, Bow corpses
- Task 1: Kill all enemies in the salt mine
- Task 2: Kill the bounty hunter and take: Salt Encrusted Key
- Task 3: Use the salt-encrusted key to open: Gate to the Cursed Ruins
- Task 4: Go to: Cursed Ruins
- Mission 5: Destroy skeleton construct: 3
- Task 6: Go to: Curse of the Ancestors
- Final Boss: Tomb Lord – Skeleton, Summons Skeletons and Walls
► Path of the Blind
- EP per time – rating:
- Char EXP: Bad D
- Glyphs EXP: Meager C
- Combined EXP: Bad D
- EXP Ranking (x/30): will follow
- Region / Setting: Dry Steppes: Meadow / Cultist Temple.
- Monster types: Wasps, thorn beasts, tusks, cultists, demons.
- Task 1: Kill the blind guardians: 2
- Task 2: Go to: Temple of Sight
- Task 3: Return the bloodstone to the pedestal: 3
- Final Boss: Scourge of the Land – Demon, Spits Fire
► Sarat’s Lair
- EP per time – rating:
- Char EXP: Very Good S
- Glyphs EXP: Very Good S
- Combined EXP: Very Good S
- EXP Ranking (x/30): 1/30
- Region / Setting: Scosglen: Spider Cave
- Monster types: Spiders, Thorn Beasts,
- Task 1: Destroy Silk Tower: 3
- Task 2: Travel to the queen’s lair (center)
- Task 3: Activate: Monolith
- Final boss: Spider Queen, spawns spider adds and webs, spits puddles of poison
► Tomb of the Saints
- EP per time – rating:
- Char EXP: Good A
- Glyphs EXP: Medium B
- Combined EXP: Medium B
- EXP Ranking (x/30): will follow
- Region / Setting: Kehjistan: catacomb, rock cave
- Monster types: Red ghosts, wasps
- Task 1: Activated: Winch Switch: 2
- Task 2: Kill all enemies in the Abandoned Commune
- Task 3: Go to: Chamber of Lost Souls
- Final Boss: Risen Malevolence
► Twisted Hollow
- EP per time – rating:
- Char EXP: Meager C
- Glyphs EXP: Medium B
- Combined EXP: Meager C
- EXP Ranking (x/30): will follow
- Region / Setting: Scosglen: Rock Cave
- Monster types: Animals, Ents, Tuskers, Bears, Thorn Beasts, Ghosts
- Task 1: Collect animus from animus bearers
- Task 2: Deposit animus in animus urn
- Task 3: Go to: Wooded Depths
- Task 4: Return the stone carving to the pedestal: 1
- Task 5: Interact with: Thorn Binding
- Final Boss: Spike – Ent (spits poison ray immediately upon entering)
► Shifting City
- EP per time – rating:
- Char EXP: Meager C
- Glyphs EXP: Medium B
- Combined EXP: Medium B
- EXP Ranking (x/30): will follow
- Region / Setting: Scosglen: Prison cells
- Monster types: skeletons, corpses. Ghosts (green)
- Task 1: Kill the scorched guard and take: Rusty Metal Key
- Task 2: Use the rusty metal key to open: Prison Gate
- Task 3: Go to: Upper wing
- Task 4: Collect animus from animus bearers
- Task 5: Deposit animus in: Animus Urn
- Final Boss: Risen Malevolence (shoots homing bullets, repulsive circle around itself)
► Stockades
- EP per time – rating:
- Char EXP: Medium B
- Glyphs EXP: Meager C
- Combined EXP: Meager C
- EXP Ranking (x/30): will follow
- Region / Setting: Scosglen: Prison cells
- Monster types: skeletons, corpses. Ghosts (green)
- Task 1: Kill the scorched guard and take: Rusty Metal Key
- Task 2: Use the rusty metal key to open: Prison Gate
- Task 3: Go to: Upper wing
- Task 4: Collect animus from animus bearers
- Task 5: Deposit animus in: Animus Urn
- Final Boss: Risen Malevolence (shoots homing bullets, repulsive circle around itself)
► Uldur’s Cave
- EP per time – rating:
- Char EXP: Very Good S
- Glyphs EXP: Very Good S
- Combined EXP: Very Good S
- EXP Ranking (x/30): 2/30
- Region / Setting: Kehjistan: desert cave
- Monster types: Bandits, Tusks, Wasps, Scorpions
- Task 1: Destroy the barricades: 3
- Task 2: Go to: Bandit Lair
- Task 3: Kill the leader of the smuggler ring
- Final Boss: None (a Named Elite spawns, no boss)
Nightmare Dungeon List Season 0
(Outdated at the moment and still in German)
► Aldurwald
- EP pro Zeit – Bewertung:
- Char EXP: Sehr Gut S
- Glyphen EXP: Sehr Gut S
- Gesamt: Sehr gut (S)
- EXP Rang: 2 (von 30)
- Region / Setting: Scosglen / Wald im Regen
- Monstersorten: Tiere, Werwölfe, Ents, Hauerstürmer, Dornenbestien
- Aufgabe 1: Tötet die Aldurkin: 3
- Aufgabe 2: Reist nach: Lichtung des Monddeuters
- Endboss: Rudelmutter – Werwolf, teleportiert, erschafft Dunkelfelder und Wölfe
► Blindhöhlen
- EP pro Zeit – Bewertung:
- Char EXP: Sehr Gut (S)
- Glyphen EXP: Sehr gut (S)
- Gesamt EXP: Sehr gut (S)
- EXP Rang: 3 (von 30)
- Region / Setting: Hawezar / Felshöhle
- Monstersorten: Maden, Spinnen
- Aufgabe 1: Tötet die befallenen Dorfbewohner: 3
- Aufgabe 2: Reist nach: Mitternachtshafen
- Endboss: Brutwache – Spinne
► Dämonensog
- EP pro Zeit – Bewertung:
- Char EXP: Gut (A)
- Glyphen EXP: Mittel (B)
- Gesamt: Gut (B)
- EXP Rang: 9 (von 30)
- Region / Setting: Scosglen / Burgkeller
- Monstersorten: Untote, Skelette, Dämonen
- Aufgabe 1: Zerstört Götze des Schamanen: 2
- Aufgabe 2: Begebt Euch nach Verheerte Kaserne
- Aufgabe 3: Tötet alle Gegner in der Verheerten Kaserne
- Endboss: keiner
► Düsterkluft
- EP pro Zeit – Bewertung:
- Char EXP: Mäßig (C)
- Glyphen EXP: Mittel (B)
- Gesamt: Mäßig (C)
- EXP Rang: 18 (von 30)
- Region / Setting: Trockensteppe / Wüstenhöhle
- Monstersorten: Kultisten, Dämonen
- Aufgabe 1: Sammelt Animus von Animusträgern
- Aufgabe 2: Deponiert Animus in Animus-Urne
- Aufgabe 3: Begebt Euch nach: Uralte Höhle
- Aufgabe 4: Tötet Begünstigter: 3
- Aufgabe 5: Begebt Euch nach: Ritualkammer
- Endboss: Urteil der Mutter – Kultistin
► Elendsviertel von Gulraahn
- EP pro Zeit – Bewertung:
- Char EXP: Mäßig (C)
- Glyphen EXP: Mittel (B)
- Gesamt: Mäßig (C)
- EXP Rang: 21 (von 30)
- Region / Setting: Trockensteppe / Gulraahn/ Gefängnisruine
- Monstersorten: Dämonen, Rote Geister
- Aufgabe 1: Befreit die Gefangenen: 6
- Aufgabe 2: Tötet alle Gegner in den Verlassenen Zellen
- Aufgabe 3: Begebt Euch nach: Folterkammer
- Endboss: Auferstandene Bösartigkeit – Geist
► Erdwunde
- EP pro Zeit – Bewertung:
- Char EXP: Mittel (B)
- Glyphen EXP: Gut (A)
- Gesamt: Gut (A)
- EXP Rang: 9 (von 30)
- Region / Setting: Hawezar / Zerstörte Tunnel / Blutwege
- Monstersorten: Geister, Kannibalen, Maden
- Aufgabe 1: Zerstöre Leichentor: 3
- Aufgabe 2: Begebt Euch nach: Schwärende Ruine
- Aufgabe 3: Sammelt Animus von Animusträgern
- Endboss: Marodeuranführer, Kannibale, große Axt, kann sonst nix
► Flüsterkiefern
- EP pro Zeit – Bewertung:
- Char EXP: Gut (A)
- Glyphen EXP: Mäßig (C)
- Gesamt: Mittel (B)
- EXP Rang: 12 (von 30)
- Region / Setting: Scosglen / Wald im Regen/ Fachwerkruine
- Monstersorten: Spinnen, Dämonen, Ents, Dornenbestien, Explodierer
- Aufgabe 1: Tötet dieTorwächter: 2
- Aufgabe 2: Begebt Euch nach: Zerstörte Bastion
- Aufgabe 3: Tötet alle Gegner in der Zerstörten Bastion
- Aufgabe 4: Begebt Euch nach: Gefallene Zuflucht
- Endboss: Geistrufer des der Stürme (Blitztotems)
► Gefängnis von Caldeum
- EP pro Zeit – Bewertung:
- Char EXP: Schlecht (D)
- Glyphen EXP: Mäßig (C)
- Gesamt: Schlecht (D)
- EXP Rang: 27 (von 30)
- Region / Setting: Kehjistan / Gefängnisruine
- Monstersorten: Ritter, Dämonen
- Aufgabe 1: Tötet den Wärter und nehmt: Wärterschlüssel
- Aufgabe 2: Nutzt den Wächterschlüsse lzur Öffnung von: Verschlossene Tür
- Aufgabe 3: Begebt Euch nach: Verderbte Tiefen
- Aufgabe 4: Sammelt Animus von Animusträgern
- Aufgabe 5: Deponiert Animus in: Animus-Urne
- Endboss: Geißel des Landes -Dämon
► Hexenwasser
- EP pro Zeit – Bewertung:
- Char EXP: Gut (A)
- Glyphen EXP: Sehr Gut (S)
- Gesamt: Gut (A)
- EXP Rang: 7 (von 30)
- Region / Setting: Hawezar / Fachwerkruine
- Monstersorten: Nangaari, Schlangen, Spinnen
- Aufgabe 1: Befreit die Gefangenen: 4
- Aufgabe 2: Nehmt: Abgenutzter Schlüssel
- Aufgabe 3: Nutzt den abg. Schlüssel zur Öffnung von: Verschl. Tür
- Aufgabe 4: Begebt Euch nach: Schlängelnder Pfad
- Aufgabe 5: Zerstört Talisman der Augen: 3
- Aufgabe 6: Begebt Euch nach: Opferhöhle
- Endboss: Gleitschuppe – Nangari
► Höhle der Wilden
- EP pro Zeit – Bewertung:
- Char EXP: Schlecht (D)
- Glyphen EXP: Mäßig (C)
- Gesamt: Schlecht (D)
- EXP Rang: 29 (von 30)
- Region / Setting: Scosglen / Druidenruine
- Monstersorten: Spinnen, Wildtiere
- Aufgabe 1: Sammelt Animus von Animusträgern
- Aufgabe 2: Deponiert Animus in Animus-Urne
- Aufgabe 3: Aktiviert: Runenstein 2
- Aufgabe 4: Begebt Euch nach: Tobsuchtsritual
- Endboss: Innes, Rache von Glor-an-Fhaidha
► Kanäle von Gulraahn
- EP pro Zeit – Bewertung:
- Char EXP: Sehr Gut (S)
- Glyphen EXP: Sehr Gut (S)
- Gesamt: Sehr Gut (S)
- EXP Rang: 1 (von 30)
- Region / Setting: Trockensteppe / Felshöhle
- Monstersorten: Spinnen, Abscheulichkeiten
- Aufgabe 1: Tötet alle Gegner in der Schlachtergrube
- Aufgabe 2: Begebt Euch nach: Durchtränkte Nester
- Aufgabe 3: Zerstört den Kokon und den Leichenhaufen: 2
- Endboss: keiner
► Kaserne von Kor Dragan
- EP pro Zeit – Bewertung:
- Char EXP: Mittel (B)
- Glyphen EXP: Schlecht (D)
- Gesamt: Mäßig (C)
- EXP Rang: 24 (von 30)
- Region / Setting: Zersplitterte Hügel / Holzfestung
- Monstersorten: Horror, Fledermaus, Wiedergänger
- Aufgabe 1: Aktiviert: Tormechanismus: 2
- Aufgabe 2: Begebt Euch nach Quartier der Ausblutung
- Aufgabe 3: Zerstört Blutbeulen: 5
- Endboss: Keiner
► Kathedrale der Kreuzritter
- EP pro Zeit – Bewertung:
- Char EXP: Schlecht (D)
- Glyphen EXP: Mittel (B)
- Gesamt: Mäßig (C)
- EXP Rang: 25 (von 30)
- Region / Setting: Kehjistan / Kathedrale/Kellergewölbe
- Monstersorten: Ritter, Horror, Untote,
- Aufgabe 1: Nehmt den Makellosen Schlüssel von: Kleine Kiste
- Aufgabe 2: Nutzt den MS zur Öffnung von: Gedenktor
- Aufgabe 3: Begebt Euch nach: Katakomben der Kreuzritter
- Aufgabe 4: Tötet die Blasphemiker: 3
- Aufgabe 5: Begebt Euch nach: Kammer des Erwachten Kreuzritters
- Endboss: Grabesfürst – Untoter
► Klage der Urahnen
- EP pro Zeit – Bewertung:
- Char EXP: Mittel (B)
- Glyphen EXP: Mäßig (C)
- Gesamt: Mäßig (C)
- EXP Rang: 18 (von 30)
- Region / Setting: Trockensteppe / Knochenhöhle
- Monstersorten: Gefallene, Dämonen, Explodierer; Rote Geister
- Aufgabe 1: Bring die Urahnenstatue zurück zum Podest: 2
- Aufgabe 2: Begebt Euch nach: Wehklagende Tiefen
- Aufgabe 3: Zerstört Dämonische Verderbnis: 3
- Endboss: Keiner
► Konklave
- EP pro Zeit – Bewertung:
- Char EXP: Mäßig (C)
- Glyphen EXP: Schlecht (D)
- Gesamt: Schlecht (D)
- EXP Rang: 29 (von 30)
- Region / Setting: Kehjistan / Kultistentempel
- Monstersorten: Kultisten, Fliegen
- Aufgabe 1: Tötet die Blutrote Kanalisiererin: 2
- Aufgabe 2: Begebt Euch nach: Brutstätte
- Aufgabe 3: Durchsucht die getöteten Dorfbewohner nach: Laborschlüssel
- Aufgabe 4: Nutzt den Laborschlüssel zur Öffnung von: Labortür
- Aufgabe 5: Tötet alle Gegner im Befallenen Labor
- Endboss: keiner
► Kultistenzuflucht
- EP pro Zeit – Bewertung:
- Char EXP: Mäßig (C)
- Glyphen EXP: Gut (A)
- Gesamt: Gut (A)
- EXP Rang: 11 (von 30)
- Region / Setting: Zersplitterte Gipfel / Ruine, Felshöhle
- Monstersorten: Kultisten, Spinnen, Volkodlak / Werwölfe
- Aufgabe 1: Tötet alle Gegner in den Hallen der Versammlung
- Aufgabe 2: Tötet den Aufseher und sammelt: Kultistenschlüssel
- Aufgabe 3: Nutzt den Kultistenschlüssel und öffnet: Tür des Sanktums
- Aufgabe 4: Begebt Euch nach: Inneres Heiligtum
- Aufgabe 5: Tötet die Hohepriester: 2
- Endboss: keiner
► Marterwald
- EP pro Zeit – Bewertung:
- Char EXP: Gut (A)
- Glyphen EXP: Sehr Gut (S)
- Gesamt: Sehr Gut (S)
- EXP Rang: 4 (von 30)
- Region / Setting: Zersplitterte Gipfel / Verschneiter Wald
- Monstersorten: Tiere, Ents, Banditen, Skelette
- Aufgabe 1: Tötet die Banditenspäher: 3
- Aufgabe 2: Reist nach: Aufstieg der Skelette
- Aufgabe 3: Zerstört die Skelettkonstrukte: 3
- Endboss: Keiner
► Maugans Werk
- EP pro Zeit – Bewertung:
- Char EXP: Schlecht (D)
- Glyphen EXP: Gut (A)
- Gesamt: Mittel (B)
- EXP Rang: 16 (von 30)
- Region / Setting: Hawezar / Fachwerkruine
- Monstersorten: Menschen, Ritter
- Aufgabe 1: Befreit die Gefangenen: 6
- Aufgabe 2: Tötet den Kriegsmeister und sammelt den Schlüssel des Kriegsmeisters
- Aufgabe 3: Nutzt den Schlüssel des Kriegsmeisters zur Öffnung von: Tür des Deserteurs
- Aufgabe 4: Begebt Euch nach: Rat der Diebe
- Aufgabe 5: Besiegt: den Rat der Ritter
- Endboss: Geweihter Medicus, Großinquisitor, Oberkommandant
► Niedergang des Champions
- EP pro Zeit – Bewertung:
- Char EXP: Gut (A)
- Glyphen EXP: Mäßig (C)
- Gesamt: Mittel (B)
- EXP Rang: 12 (von 30)
- Region / Setting: Trockensteppe / Wiese
- Monstersorten: Ziegenmenschen, Spinnen
- Aufgabe 1: Bringt die Steinschnitzerei zurück zum Podest: 3
- Aufgabe 2: Reist nach: Steinfresser
- Endboss: Monstrosität der Khazra
► Onyxfeste
- EP pro Zeit – Bewertung:
- Char EXP: Mittel (B)
- Glyphen EXP: Schlecht (D)
- Gesamt: Mäßig (C)
- EXP Rang: 26 (von 30)
- Region / Setting: Trockensteppe / Gefängnisruine
- Monstersorten: Phantome, Rote Geister, Leichen
- Aufgabe 1: Tötet alle Gegner im Vermodernden Zuchthaus
- Aufgabe 2: Begebt Euch nach Zitadelle der Verdammten
- Aufgabe 3: Tötet die siechenden Leichen: 3
- Endboss: Keiner
► Schattenfall
- EP pro Zeit – Bewertung:
- Char EXP: Mittel (B)
- Glyphen EXP: Mäßig (C)
- Gesamt: Mittel (B)
- EXP Rang: 16 (von 30)
- Region / Setting: Hawezar / Schlangenhöhle
- Monstersorten: Kultisten, Schlangen, Nangari
- Aufgabe 1: Befreit die Gefangenen: 7
- Aufgabe 2: Begebt Euch nach: Brutkammern für Eier
- Aufgabe 3: Zerstört Talisman der Augen: 3
- Endboss: Keiner
► Schlangennest
- EP pro Zeit – Bewertung:
- Char EXP: Mäßig (C)
- Glyphen EXP: Mittel (B)
- Gesamt: Mittel (B)
- EXP Rang: 15 (von 30)
- Region / Setting: Hawezar / Felshöhle
- Monstersorten: Kultisten, Nangari, Spinnen
- Aufgabe 1: Begebt Euch nach: Jagdgründe
- Aufgabe 2: Sammelt Animus von Animusträgern
- Aufgabe 3: Deponiert Animus in Animus-Urne
- Aufgabe 4: Zerstört Talisman der Augen: 3
- Endboss: Keiner
► Schwarzes Asylum
- EP pro Zeit – Bewertung:
- Char EXP: Mäßig (C)
- Glyphen EXP: Schlecht (D)
- Gesamt: Schlecht (D)
- EXP Rang: 28 (von 30)
- Region / Setting: Zersplitterte Gipfel / Gefängnisruine
- Monstersorten: Rote Geister, Skelette
- Aufgabe 1: Aktiviert Torwinde: 2
- Aufgabe 2: Tötet alle Gegner im Heimgesuchten Zellentrakt
- Aufgabe 3: Besiegt den Unvergänglichen (Named Elite, spawnt direkt)
- Endboss: Keiner
► Shivtaruinen
- EP pro Zeit – Bewertung:
- Char EXP: Schlecht (D)
- Glyphen EXP: Mittel (B)
- Gesamt: Mäßig (C)
- EXP Rang: 21 (von 30)
- Region / Setting: Kehjistan / Orientalische Ruine
- Monstersorten: Maden, Fliegen, Ertrunkene
- Aufgabe 1: Bringt den Blutstein zurück zum Podest: 2
- Aufgabe 2: Begebt Euch nach: Ruine des Ungeziefers
- Aufgabe 3: merkwürdig leere Abteilung vorm Endboss
- Endboss: Brodelnder Schwarmmeister – Huschender / Fliege / Insekt
► Vergessene Archive
- EP pro Zeit – Bewertung:
- Char EXP: Gut (A)
- Glyphen EXP: Gut (A)
- Gesamt: Gut (A)
- EXP Rang: 8 (von 30)
- Region / Setting: Zersplitterter Gipfel / Horadrim Bibliothek
- Monstersorten: Dämonen, Rote Geister, Explodierer
- Aufgabe 1: Tötet die dämonischen Frontsoldaten
- Aufgabe 2: Reist nach: Axiale Kammer
- Aufgabe 3: Bringt die mechanische Kiste zurück zum Podest: 2
- Aufgabe 4: Aktiviert: Sarg des Totenbeschwörers
- Endboss: Geistrufer des Frosts / Dämon
► Verlassenes Bergwerk
- EP pro Zeit – Bewertung:
- Char EXP: Mittel (B)
- Glyphen EXP: Mäßig (C)
- Gesamt: Mäßig (C)
- EXP Rang: 18 (von 30)
- Region / Setting: Kehjistan / Zerstörte Tunnel / Mine
- Monstersorten: Spinnen, Abscheulichkeiten/Ertrunkene
- Aufgabe 1: Befreit die Gefangenen: 6
- Aufgabe 2: Begebt Euch nach heimgesuchte Tunnel
- Aufgabe 3: Tötet die Minenarbeiter der Verlassenen: 3
- Endboss: Keiner
► Versunkene Ruinen
- EP pro Zeit – Bewertung:
- Char EXP: Sehr Gut (S)
- Glyphen EXP: Gut (A)
- Gesamt: Sehr Gut (S)
- EXP Rang: 5 (von 30)
- Region / Setting: Scosglen / Druidenruinen mit Wasser
- Monstersorten: Geister, Ertrunkene, Skelette/Untote
- Aufgabe 1: Bringt die Steinschnitzerei zurück zum Podest: 2
- Aufgabe 2: Begebt Euch nach: Überflutete Tiefen
- Aufgabe 3: Vernichte Skelettkonstrukte: 3
- Endboss: Keiner
► Wildnis von Raethwind
- EP pro Zeit – Bewertung:
- Char EXP: Sehr Gut (S)
- Glyphen EXP: Sehr Gut (S)
- Gesamt: Sehr Gut (S)
- EXP Rang: 5 (von 30)
- Region / Setting: Scosglen / Wald im Regen
- Monstersorten: Banditen, Dornenbestien, Hauerstürmer, Bären, Ents
- Aufgabe 1: Töte alle Gegner im Erdrückenden Dickicht
- Aufgabe 2: Begebt Euch nach: Hain des Steinvolks
- Aufgabe 3: Tötet die gorgonischen Wildtiere: 3
- Aufgabe 4: Begebt Euch nach: Versteinerte Lichtung
- Endboss: Stachel – Ent (spuckt beim Betreten sofort)
► Zenit
- EP pro Zeit – Bewertung:
- Char EXP: Mittel (B)
- Glyphen EXP: Mäßig (C)
- Gesamt: Mittel (B)
- EXP Rang: 14 (von 30)
- Region / Setting: Zersplitterte Gipfel / Eishöhle
- Monstersorten: Skelette, Untote, Gefallene, Wiedergänger, Ghule
- Aufgabe 1: Tötet die wiederbelebten Wachen: 2
- Aufgabe 2: Bringt den Blutstein zurück zum Podest: 3
- Aufgabe 3: Aktiviert: Gefrorene Statue
- Endboss: Blutbischof / Untoter
► Zuflucht des Abtrünnigen
- EP pro Zeit – Bewertung:
- Char EXP: Mäßig (C)
- Glyphen EXP: Mäßig (C)
- Gesamt: Mäßig (C)
- EXP Rang: 21 (von 30)
- Region / Setting: Kehjistan / Palastruine
- Monstersorten: Menschen / Ritter der Reue
- Aufgabe 1: Tötet die Hüter: 3
- Aufgabe 2: Nutzt den Schatzkammerschlüssel zur Öffnung von: Schatzkammertür
- Aufgabe 3: Besiegt Scharfschütze der Gesetzlosen
- Endboss: Scharfschütze der Gesetzlosen – Bandit / Mensch – legt Fallen, macht Dunkelfelder, teleportiert
Hhelpful Links for Diablo 4 and Sources:
Reddit Thread with EXP ratings for the Dungeons